linkman2004's Recent Forum Activity

  • This does look really good. Thanks for doing it.

    Maybe you could use different colors for upper legs vs lower legs, etc so it would be easier to tell the difference when you have connected them. Also maybe walk through a bit of the animation process.

    I plan to work on an animation section. Constructing the skeleton was the only thing I had time for earlier. I'll see if I can't finish it tomorrow.

  • Press the delete key on your keyboard.

    I figured out my problem; I thought clicking on the little control point would select the bone. Turns out you need to click on the hotspot.

  • I've taken it upon myself to start documenting the bone movement behavior. You can see what I have so far here: Bone Movement Wiki Page

    I'm not sure, but is it fine if I include more tutorial like things like I have there on wiki pages in addition to documenting the features? I figure it will help newbies out more.

    Anyways, be sure to tell me what you think and what needs improving.

  • Well bone movement needs documenting but maybe it's still changing too fast to be worth it.

    Maybe I'll see later if I can't whip up some documentation for the bone behavior.

  • There should be a way to remove a bone. (Is this already a feature and I just didn't see it.)

    You apparently can, but I don't know how it's done since there's no button for removing them.

  • Yeah, you can make your own simple lights that way, but the light object also interacts with bumpmaps and shadow casters for you automatically.

    It doesn't interact with bumpmaps. You can only use the one light built in to the bumpmap shader for that.

  • Something like this would mouse likely require completely rewriting the runtime engine and probably isn't going to happen, especially not before 1.0.

  • how would i have 2 blue glowing dots on 2 different image points, fade in and out all the time? can't seem to do it in a proper way.

    That can be easily achieved using some simple maths. In an "Always" event, set the opacity of the objects to this:

    50 + sin(timer / 4) * 50

    Changing the 4 changes the speed. A higher number is slower and a lower number is faster. Hope that helps.

    By the way, I suggest adding the ability to change the opacity of an object to the Sine behavior.

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  • I solution to this could be something like this; each planet has a value called "distance". Run a For Each loop on the planets and set the distance value to the distance between it and the player( the expression for that is distance(x,y,x2,y2) ). Then merely use the "Pick Object With Lowest Variable" condition to get the one you want. And here's a simple CAP to demonstrate:

    Pick Nearest

    A ball will light up if it's closest to the mouse. Hope this helps.

  • Fixed in next build.

    Awesome, I had this problem, too.

  • You could do this using the function object using the "Call Function After Delay" action. Then you use the "On Function" condition and restart the layout there.

  • First off, welcome to the forums. Now to answer your questions.

    1. You can manipulate pretty much all behavior parameters at runtime, and that includes the two you mentioned.

    2. There's no condition like that, but here's how you could do it: every enemy has a value called "spawned". For the sake of the example, this should have a default value of 1 so it's that value when the object is created. Now check if a ghost has a "spawn" value of 1. If it does, then you can set the angle, position, whatever. Then simply set the spawn value to 0 so the event won't trigger for that enemy anymore.

    3. It is rather simple to do with events. At the start of the layout, have the width of the background set to LayoutWidth and the height set to LayoutHeight. For this to fill the whole area the background needs to be flush with the top left corner of the layout.

    4. Do you just mean zooming in? Or where the layout is seen but with borders around it? If you're just talking about zoom, it's a simple as going to the event editor and setting the zoom through the System/Set Zoom action. Or you have it zoomed in out on startup using the layer properties.

    5. Split screen games aren't currently supported, unfortunately, and as far as I know there's no way to do what you want with multiple views. I think the devs have plans to implement them at some point, although it might not be until after 1.0.

    6. I think that's the way it's intended, actually. I don't really know if there's a way around that.

    Anyways, I hope that answers all of your questions well enough, and I hope it helps

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linkman2004

Member since 15 Jan, 2008

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