linkman2004's Recent Forum Activity

  • That's some really impressive art. I assume it's 3D modeled?

    Anyways, I'd really like to join this project, but I'm not sure I've got the time. I might be able to help out with some smaller things though(mainly coding).

  • You could sandwich the light object between two shadow-casting rectangles like this:

    <img src="http://willhostforfood.com/users/linkman2004/lightcone.png">

    And, of course, if you just want one cone you can always cap off one end with another rectangle.

  • Glad I could help.

  • The ELSE is actually supposed to be the event just below the other event, not a subevent of that event. ELSE statements are always the event after the event that's using it. Sorry for the confusion there.

  • I added a bit where it checks if W, A, S, or D is held down and then changes the animation and it worked fine. Here's what I did:

    1.

    +Key W is Down

    +OR

    +Key A is Down

    +OR

    +Key S is Down

    +OR

    +Key D is Down

    -Player Set Animation to "Walking"

    2.

    +ELSE

    -Player Set Animation to "Standing"

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  • inverse kinematics are a must for bones and rigging!!!

    i don't know if this is possible yet but if it is, i have yet to find out how to accomplish it and if it isn't, there should be a way to have animations like a breathing chest for example in addition to bone movement unless there already is a way to mix regular animations with the bone movement behavious ...

    To get a heaving chest you could have the bone movement on a colored square, then attach all of the pieces separately. That would allow you to move the bottom up and down.

  • You can solve problem with the looped/timescaled object by running the loop for the same value as the speed variable. Then instead of adding 1 to the objects position every loop, just have it add the time delta.

  • Bleh, I didn't even think about the fact that that would destroy the plant as well. I should know these things, I work with containers all the time.

  • You need to put the action below the object creation action, otherwise it won't know which object to pick.

  • > No, only ones involved in the collision.

    >

    "On collision between player and blueplant ---> blueglow: Destroy."

    there are multiple "blueglow" on every plant in my layout, and it destroys all of them on collision with any blueplant.

    Put the blueglow objects in a container with the blueplant objects. That way when you collide with the blueplant object, it will automatically pick the glow object associated with the plant. Containers wiki page. Hope that helps.

  • I found the problem with the hamburger. Under event 10, you need to place the set angle action into it's sub-event where the space key is pressed. The way it is now it's setting the angle of already existing burgers instead of the one being created. Just remember, if you're creating an object, always place the actions setting angle/size/whatever in the event where it's created. Newly created objects are always picked in the event they're created in.

    Also, I played your game, and I kind of like the style. A couple of things about the gameplay, though. There wasn't actually anything to shoot with the burgers, which makes them kind of pointless. The second thing is that I think the jump power should be lower, but you should set a jump sustain so you can have variable jump heights.

  • It looks like it's no longer marked for speedy deletion. Maybe they'll allow it to stay.

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linkman2004

Member since 15 Jan, 2008

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