Arima's Recent Forum Activity

  • I almost read the title as "Construct 3" initially, lol. Happy birthday! I remember finding this way early (I think I was the 20th member on the forums) and my reaction of "WHOA AWESOME!" Construct is already basically the game creator I've been wanting my whole life, and C2 will be even better! Thanks devs for making it!

    Huzzah to almost reaching 1.0! Onwards to Construct 2!

  • Nah, wasn't you. I forgot about the need to timedelta the first part in my earlier post. Sorry about that.

  • Event 1's action's are tick based. You need to timedelta them.

    Sprite2.x+(Sprite2.value('x')*timedelta)

    Sprite2.y+(Sprite2.value('y')*timedelta)

  • To move a physics object at an angle, set the horizonal velocity to speed*cos(angle) and the vertical velocity to speed*sin(angle).

  • Whoa - awesome! I'm not sure about how that works with font licensing though - I think some fonts prohibit being used in any way that the user could copy the font. AFAIK free fonts should be fine, though.

  • No. Best to use a sprite-based font, for many reasons.

  • What's the refresh rate of your monitor? Or more accurately, what's your FPS?

    Edit: if it's 60, then 0.03*60=1.8, so subtract 1.8*timedelta.

  • The idea is simple, you make a utility with construct where you can select tile types and place or move them. Upon saving, loop through each tile and set the tile type and position to the array, then have the game read the array at the start of the layout and create the tiles from it.

    There is some other stuff too, like starting locations and such, but I think it's easier than it seems. I was able to make a basic level editor in a day.

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  • In regards to RPG making, it isn't all that hard.

    I disagree. And so do many others. It's hard because RPGs - even simple ones - are seriously complex, with a gazillion different parts that need to be programmed and work together. It's why my 'simple' RPG is approaching 8000 events.

    Have you tried making an RPG without RPG maker? I thought it would be easy, too. I think there's something about RPGs in particular that makes them seem easy to make

  • What you should probably do is make your own level editor to make the process easier, then have the level editor export an array with tile's locations that can be loaded by the game.

    As a bonus, you can release the level editor with the game and people can make their own levels!

  • Or you could use the object.count or countmatching("object") expressions.

  • Does "is on screen" account for rotated zoomed layer plus rotated zoomed system crazyness? 'cause I'm using a lot of that >_<

    It doesn't work with zooming, haven't tried rotating.

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Arima

Member since 11 Jun, 2007

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