linkman2004's Recent Forum Activity

  • I think what he's getting at is this: create the pieces of your character, create a skeleton for your character, and then attach said pieces to their corresponding bones on the skeleton.

  • I just read the December update and I'm really excited for the next release now. I hope you can deliver the online capabilites with .98 so I can add online to the game I'm working on.

    By the way, with the re-code of the event sheet editor, would it be possible to allow people to view/write events in a sort of scripting language? Just an idea I'd like to see.

  • The thing with the breaking bridge is actually fairly easy to fix. You were on the right track with the bridge being solid, but if you're using the platform movement you need a detector object under the player that collides with the bridge and destroys it. Collisions between platform objects and other objects don't actually register, so you need a detector.

    As for the windwill idea, it's probably possible, but it would really require breakable joints to make it easier. I think David said something about adding those at some point, but I don't know when they're coming.

  • Does this help any?

    Top down example

    Or are you looking for something different?

  • lol yeah east and then rotates in a clockwise direction is how our angle system works. Its so that cos and sin work in this manner:

    X += cos(angle)

    Y += sin(angle)

    Really easy to remember because cos and sin are in alphabetical order, and both positive

    Also another tip is to use the tiled background object and set the width. That works well with a health bar that gets smaller (doesn't scale, just becomes less and less) or hearts where you have a tiled image of a 16x16 heart and each time u get hit you subtract 16

    I always wondered why the angles were different from every other game creation platform. And now that I know what sin/cos are, it all makes sense.

  • Another cool trick for hotspot relocating is to use the numpad on your keyboard. "5" places it in the middle, "4" to the left, "9" to the upper-right, you get the idea. It's a lot easier and faster than placing the hotspot by hand.

  • Like this:

    int(GetToken) or float(GetToken). Int will round your numbers due to the very nature of integers while float will leave them the same.

  • Recording speed and the like sounds like a good idea.

    As for the list object, I really don't know how it works. I also haven't really messed around with the INI object so I don't know much about that. So, as far as I know, the list box is the best way to do this, but I could be wrong.

    And you're welcome.

  • Is this the best way to do this?

    I tried this with my super speed example, looks cool

    But i just wanna know if this is the best way to do this sort of thing or is there a slightly more cpu efficient way of doing it? With the multiple objects i just made each one a container with a list box each, then just used the same events you made.

    Works well, I just don't know if this is like, cpu intensive or what, especially when it gets to a full game level

    It could probably get pretty CPU intensive with to many objects. As I said though, the possibility exists to record less points in time and then interpolate the positions between each key frame. You'd want to ask somebody better than me at math how to do it, though.

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  • Pretty cool game. I loved the graphics and the ending is awesome.

    Strangely enough, I didn't have any issues with it despite the fact that I have seemingly random sound crashing issues with the latest version of Construct.

  • Whoah, really nice setup there.

  • You should probably use "For Each Enemy", or something like that. That's how I handle all of my AI enemies.

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linkman2004

Member since 15 Jan, 2008

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