SuperV's Recent Forum Activity

  • Layout rearranging can be done but is really buggy. By dragging layouts in the project bar, although the mouse icon is a no-go icon, if you drag upwards on to where it says 'Application 1', the layout jumps to the end. Not very good, but because you can move any one to the end, you can get the order you want just about <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /> Obviously a bug which needs seeing to though...

    That's unuseful because you always start with the first layout created.

  • It might be a bug, but I don't think it's that important: you can always delete the thing you want to change and re-add it, or just edit it and click Back.

    But change is goddamn faster.

  • While in the event sheet, you can't "change" a event doing a right click, because the list of changes is empty.

  • Ctrl+C doesn't seem to do anything, but clicking Copy on the ribbon bar works.

    Fix my favourite combo : CTRL+C, I'm dieing. I have to script 20 weapons' shoots all similar so it's really boring to press and press with mouse. Ctrl+C is faster.

    [quote:2ynlw7uy]Doesn't works for me. It work only in one layout, i can't copy event into another layout.

    It doesn't work for me too. Fix it or else I can't make other levels!

  • If you have a "No Rotation" phys obj, you should be able to change the angle graphically by events.

  • Add an option to select between tiled shader (shader for each tile) or complessive shader (for all the background)

  • *Commands are in the exe

    **I found a construct bug where pressing a button simulates the pression of all buttons

    Features :

    A spring/hydraulic to play with.

    Props are spheres and boxes.

    A moving physics-reacting player.

    Big environment.

    Customizable Mass and Forces ingame.

    http://www.uploading.com/files/UE4H65ZP ... 2.rar.html

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  • Could you repost the math? It could be useful for something to me.

  • yes, it does, but what about top down 360 degree movement, thats what got the better of me

    I made a tut for you. http://scirra.com/phpBB2/viewtopic.php?p=1482

  • Here's a little .cap I did to help some newbies to start scripting their movements from scratch.

    Download : http://www.mediafire.com/?ax0nm30wnl2

    Commands :

    WSAD = Movement

    Mouse = Look around

  • If you have custom families and try to add a new condition, you won't see the System object and other default ones.

  • Games :

    [quote:3dzt7z44]Platform Movement :

    [quote:3dzt7z44]* Platform Movement sprites or object don't interact with physical object. To fix this you must create an event based movement on a Physics Movement object.

    [quote:3dzt7z44]* Collisions are "Per-Pixel", so if your character have a long gun, it may stuck on platform, and make your character grab there. To avoid this you can do two simple operations :

    1) Having another object for the weapon and setting it't position to the character.

    2) Change the Collision Mode for the character, either in "Bounding Box" (collisions are managed by the full size of the sprite, usually a rectangle), or "Per-Point", which means that only the main point of the character will collide (1x1 pixel collision).

    [quote:3dzt7z44]*Set Speed and Set Max Speed aren't the same events! Set Max Speed sets the speed the sprite or object can reach moving; Set Speed sets the current speed of the sprite or object.

    [quote:3dzt7z44]* Colliders. What are colliders? Basically colliders are sprites or object that make developer and player's life easier. Colliders are usually four, and they should always be in the position around the character. The character shouldn't be Platform

    Movement, instead the feet collider (downmost one) should be a Platform Movement sprite or object. Now, put all colliders in a family. When any of a collider overlaps/collides with the wall, the feet collider should stop moving. This is good because the collisions won't be managed by the character; size changing in animation of the character won't affect collisions; and you can set colliders where you want, so character could even overlap walls.

    [quote:3dzt7z44]

    RTS Movement

    [quote:3dzt7z44]* Pathfinding it's not perfect! Pathfinding it's based on a grid, usually 60x60 (customizable from the properties). To pathfind, the CPU findes the shortest path to the objective, thinking in cells, not in pixels. "More cell size = Less CPU memory" and viceversa.

    I will keep this list updated when I discover a cool tip or trick. Now I've got to go to bed, I'll continue tomorrow!

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SuperV

Member since 16 Jun, 2007

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