zyblade's Forum Posts

  • R0j0hound was using arrays in a container there ->

    http://www.scirra.com/forum/record-the-player-and-create-a-clone-who-repeat-action_topic42771.html

    Maybe it helps you?

  • Exactly what tulamide says <img src="smileys/smiley1.gif" border="0" align="middle" />

    Clamp isn't nessessary. It's just "more clean" to me.

    If I want to hold a number between a min/max value, then I use clamp.

    clamp(value that needs to be clamped, min, max).

    So, clamp(speed, 10,100) would mean, you allways have min. the speed 10, because if you go lower, the clamp give you anyway 10^^ Same with 100 if you go higher.

    I used:

    100 - clamp(distance(Sprite2.x, Sprite2.y, Sprite3.x, Sprite3.y)/4,0,100)

    So it's a very simple example. The only thing you can tweak is the "/4" in this formula. Put it to a lower number, then your "chest" will appear a bit later. Putting a higher value than 4 wont' really affect it.

    In Tulamides example, you have the full control about when it appears/disappears. It's just a little more complex.

  • Here an example for your 2. question.

    http://dl.dropbox.com/u/26932498/distance_visibility.cap

    If there are any questions about it, just reply.

    For the blood I found 2 posts from other forum users:

    http://www.scirra.com/forum/permanent-blood-stains-overhead-view_topic42504.html

    and from the old forum the .cap from "AsparagusTrevor", he made this from quazis blob^^:

    blood.cap

    I hope he don't mind if I link his .cap here again.

    edit: I see some problems with the old version of the blood.cap.

    If it happens to you also, try this version:

    http://dl.dropbox.com/u/26932498/blood.cap

    For the bone behavior, maybe "Android-Music" could help you.

    He made a good example in this topic:

    http://www.scirra.com/forum/bone-behavior-advanced_topic45222.html

    You could ask him how he made it.

    Also: http://www.scirra.com/forum/anbu-character-with-bone-behaviour_topic44620.html

    By the way, I used google and typed: "site:www.scirra.com bone behavior"

    without the quotes <img src="smileys/smiley2.gif" border="0" align="middle">

  • Hi,

    Movement and direction

    ll_security: x greater than george.x -> set angle to 180

    ll_security: x lower than george.x -> set angle to 0

    Thats why you can't jump on him xD

    He will go in the opposite direction as soon as he crossed the players X coordinate^^

    maybe try

    ll_security: x greater than george.x + 60 -> set angle to 180

    ll_security: x lower than george.x - 60 -> set angle to 0

    the higher you add/subtract, the more he will stay in a direction before he will run in the opposite direction^^

  • Only the green options are available. If you uncheck/check the checkbox, some sliders will change the color :P. And "speed direction" isn't implented yet. It was implented with bullet behavior accuary, but I need it for the direction spread :P And now I need to find a way to add a direction without it.

  • I started to make a particle editor a few days ago and that is what I've done so far. Credits goes also to Tulamide, who helped to improve my code.

    I will add more options to it later <img src="smileys/smiley1.gif" border="0" align="middle">

    The "move with mouse" thing is only an experimental thing. Try it out and have fun with it <img src="smileys/smiley36.gif" border="0" align="middle">

    <img src="http://dl.dropbox.com/u/26932498/spriter.jpg" border="0">

    http://dl.dropbox.com/u/26932498/spriter.rar

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  • Well, my english is maybe not good enough for an explanation^^

    Overlapping at offset(x,y). (0,1) does mean, that the grass is 1 pix(coordinate) underneath the object. I used it, because only "overlapping at offset" didn't work. Please correct my answer if it's wrong^^

  • How about this one:

    http://dl.dropbox.com/u/26932498/grass_example.cap

    I don't recommend physics behavior on the player itself.

  • I've made a little example ->

    http://dl.dropbox.com/u/26932498/scroll.cap

    Put the 90 at "scrollxleft + 90" to a little lower number, to put the "scroll-wall" exactly on the left screen, so the player doesn't see it.

    edit: reuploaded the .cap, fixed a small bug^^ You can also check the option "set invisible on start" of the wall. And the condition "player is walking" can be deleted. Dunno why I added it.

  • If R0J0's way is too complicated, why not just use sprites?

    Google search. You could just load them?

  • Maybe because if you loading your savegame, the layout already started.

    Maybe putting "play music" also into "load" command at the end? (sorry for my english^^)

    edit: or does it help to set the "play music" command not to "start of layout", but to "on load"?

  • And if you make objects invisible until you get closer to them? Maybe with some scrollxright/left commands? Doesn't mean invisivle, it won't be rendered?

  • At the end, it looks more complicated as it was, when you tought it out <img src="smileys/smiley36.gif" border="0" align="middle">. Can't find that simple sin/cos example so I made a new one. I named the variables how you have to set up the formula if you want to make something circles around^^(x + radius * cos(angle))

    http://dl.dropbox.com/u/26932498/umkreisen.cap

  • Thank you^^

    Made my day/week/month <img src="smileys/smiley36.gif" border="0" align="middle" />

    Now I will think about the tangential effects.

    After that, a little GUI with sliders and it's perfect^^.

    After all it's worth a sticky maybe <img src="smileys/smiley17.gif" border="0" align="middle" />

    I come with updates if I get anything new.

    Will use your .cap. I could use mine and improve it with your stuff, but I'm lazy and yours is better sorted <img src="smileys/smiley9.gif" border="0" align="middle" />