PixelRebirth's Recent Forum Activity

  • I tried the overlapping at offset. There are two issues:

    1) It only takes an x and y, which means any effects won't be applied when you move on a diagonal.

    I don't really get what you mean by that. By using the right coordinates for your offset, you can check for diagonal units without a problem.

    2) There's no basic 'stop movement' effect - bounce causes random movement off the grid, I tried a few others like 'push out' and moving along the opposite angle but none of them just prevented movement

    Make your stop action with events. Check for the offset overlap in the direction the player is about to move and only move it, if it doesn't overlap solid.

    I think I'll post a cap later which demonstrates the use of the mentioned method more clearly to you. I'm just not at the right computer atm. I remember there was a very basic example when overlap at offset was first introduced by one of the devs. But I'm afraid I can't find it with the forum search (since it sucks ).

  • I would do better with a little example cap, but what came to my mind first was OVERLAP AT OFFSET... Did you try that? Search for the "Is overlapping at offset" condition.

  • This is a very nice looking demo!

    I believe the gameplay would profit from mouse controlled free aiming (but I realize this may not be wanted for the sake of "oldschoolness")and the ability to shoot while you're running.

    Once you add a couple of different enemies and variation in environment graphics, this could become a real crowd pleaser.

    So keep up the good work, I'm looking forward to future versions!

  • Okay I was looking further into this, when I realized there was an issue in general with moving platforms and the platform behavior in 0.99.42. Look at another simple example created in 0.98.9:

    Download Example

    When you run it in 0.98.9, everything looks fine. Load it into 0.99.42 and run it and you get a heavily vibrating platform. I guess I should report this to the bug tracker.

  • [quote:3n57s3xh]Can I use global events or objects? Could be useful for making more levels to my game

    Both can be useful for your game. Reuse a sprite in different layouts by setting it to global and use global variables to store your score or lifecount for example.

    And when you're adding event sheets, you have to include them in an event sheet which is linked to the layout (right click in the event sheet editor, select include event sheet).

    Hope that helped.

  • I tried Set Control State, only very briefly though, but didn't get it to work either. It indeed appears to be broken right now or I'm doing something very wrong.

  • Well those two things don't mix very well it seems.

    When I created a simple vertical platform with bullet behavior everything seemed fine. But as soon as scrolling was involved, the platform appeared to vibrate under the player (using platform behavior).

    So I checked out different methods of creating vertical platforms, but it's basically always the same, with one little exception.

    But have a look at the example cap pretty please:

    Vertical Platform Example

    There are four platforms, all using different methods to function. Only the fourth brown platform appears to be okay with scrolling though. All others appear to be vibrating. But the brown platform uses a very ugly method, simply with events and the old timedelta workaround, which I don't like to use in actual projects.

    So am I doing something wrong (I don't think so, but you are smarter than me ) or is there something else that can be done about it? Or is it even something that needs fixing by the devs?

  • I find myself in need of the additional X/Y velocity lately too.

    Would be really really great if this feature could be added soon.

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  • I'm a little busier now that the new stable release is here:

    <img src="http://i25.tinypic.com/11llkwz.png">

    Click here to see full image.

  • Nice to have finally a post 0.98.9 release marked stable!

    Anyway, it seems that the Minimap is still broken.

    In 0.99.3 the minimap has random graphic crap in it. I checked this on my home computer and work computer both do the same.

    Or is the fault on my end since I was just using it for the first time?

  • Destruction has done the same for me in the past, meaning I can have an event that says "destroy" then anywhere below have one that says "always + if object exists ---> play a sound" and even if the event is after it will play that sound one more time.

    I had a somewhat similar problem, but then I realized that the object.count doesn't seem to update within a tick so to speak. So if you are using something like object.count > 0 to test if the object exists, you don't want to put it below the destruction event but above it.

    But I'm just assuming different things here. A cap pretty please?

    Huh. You're right, it does work fine with key presses.

    Looks like there are TWO problems to solve in this thread now

    I hate it when that happens...

  • Click on one of the two buttons to create a box. The box should appear blue, without any flash of red.

    The box on the left has the frame set to 2 (blue) within the create event, and it works normally.

    The box on the right has an Always event after the create event that always sets it's frame to 2, but there is a flash of red when it's created.

    I just was like "wth I tried smt like this and it didn't happen for me".

    After reflecting one second (not necessarily about the problem at hand ) I remembered that in my example the object was created with key presses and not button clicks.

    So I copied the creation-event of the right box, but with a "On key pressed" condition instead of the "On button clicked". I can see no flash of red!

    Now has this problem something to do with how buttons work or am I going insane here?

    Can anyone confirm it?

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PixelRebirth

Member since 26 Mar, 2008

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