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  • Ah I notice you use a check on Sprite height, but that's a constant size of the image rather than position. Also, I notice you use exact Y positions, fine for testing but if you want it to work in every case you should be able to use the (Enemy.Y - Enemy.Height) conditions I mentioned.

    As for hotspots, in the sprite editor you can click the red target icon to place them. They are used as the "origin" of a sprite from a X and Y position view.

    For example, an object with a hotspot in the bottom middle when placed at X and Y 0,0 will be halfway into the level, and entirely above it. This is a little hard for me to explain without more images, so you might need to play with it a bit more.

  • Hmm, sounds like an easier way is to compare Y positions on collision.

    Assuming you have the hotspot of each object set to the bottom middle (numpad 5 while placing one), you'd have main event "On collision" and then these sub events:

    -Player.Y less than (Enemy.Y - Enemy.Height) -> [Player kills enemy actions]

    -Player.Y greater than (Enemy.Y - Enemy.Height) -> [Enemy hurts player actions]

  • I was trying to find do a cone of vision as well when I realized you can use one trace for each enemy/object and make it the width of the object and always connect to the player.

    If the trace doesn't overlap a solid object then your object has a clear pathway to the player, and then you can do distance(player.x,player.y,enemy.x,enemy.y) comparisons to decide how aggressive/what actions the enemy does.

  • No problem =) and ah I'm not sure but it sounds like changing animation and a variable will be easier than changing sprite/object there. And it's great to ask questions! <img src="smileys/smiley4.gif" border="0" align="middle" />

    As for the book, I'm not sure about holiday sales but I'll let you know if my publisher runs any deals.

  • Hi StarvingGecko! Hmm, you might find these step-by-step guides helpful for eventing:

    Construct Game Development: Beginner's Guide (Chapter 2)

    And this article has another sample from the book which might help too:

    2D Shooter/Platformer chapter sample

    However, if you can give some examples of what you're stuck on I might be able to help you out <img src="smileys/smiley1.gif" border="0" align="middle">

  • -Silver- Try using binary storage plugin (works pretty similar to INI) for things you don't want the player to edit, and also save your file with a custom extension (eg: .gsv) so it doesn't stand out as INI or txt

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  • Ah I see, that is pretty complicated =/ Perhaps you can use the spritefont plugin to position text to the objects.

    Otherwise, you can use canvas objects instead and paste the text into them. Not sure how much lag that'd make.

  • You might find some benefit from my method of Line Of Sight checking in I Had Hope: http://www.scirra.com/forum/topic53629.html

    I made a cap of just the technique here as well though https://dl.dropbox.com/u/4714446/CustomLOS.cap

  • Maybe edit the collision mask of your shape to fill the whole box? That way it acts similar to "Angled Box" when its actually "Per Pixel"

  • Can you explain why positioning the text to the sprite won't work in a little more detail?/what you're aiming for?

  • You might have an easier time loading all of the questions and answers into an array on layout startup (eg: X dimension for question number, Y dimension for answers).

    Then you might have an easier time working with the data rather than making constant reads to the INI file.

  • Adding on to what -Silver- said, it is good to avoid posting your thread/questions twice. It might take a few days or even a week, but your question will be answered or replied to <img src="smileys/smiley1.gif" border="0" align="middle" />

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Jayjay

Member since 18 Mar, 2008

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