paulscottrobson's Recent Forum Activity

  • It's not easy by any stretch and would probably involve javascript because you'd have to analyse the frequency of the music.

    If the music has a very strong repetitive beat, you may be able to use that as the basis for your vibration - if it is all over the place, you are looking at solutions like analysing the music externally and creating a data item which has the song rythym.

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  • What you could do is to destroy your player sprite and replace it with a low level copy, whose only function is the walking animation. This would look identical but because it's a different object, wouldn't respond to any of the events involving the original.

  • Well, there's at least one bloke selling templates for $200+ per time, so either he's not selling anything or he's past £5k I would imagine.

  • Spriter is well connected to C2. Also Paint.Net and GIMP can be useful, and don't dismiss using 3D software such as Blender and using 2D rendering from it. I cannot draw for absolute peanuts, but I can copy/model.

  • You need to be slightly more explicit. There are various ways of faking 3D. Wolfenstein/Ray casting for example, or by scaling sprites and moving them so it looks like its 3D. Have a look at games like "Dark Tower" (Vectex) "Deathchase" (Spectrum)..

    With things that aren't really designed for 3D, how you do it depends on what you actually want to achieve. These can be quite effective. I wrote a baby Elite for TI Calculators using these sort of tricks and it actually worked pretty well.

  • I'd put it as an instance variable of your object. Initially give it the value of 0 I would think, and every tick compare it against the horizontal velocity component which should be a member value in the behaviour, VectorX if you are using Platform which it sounds like you are. You might want to check it works first by displaying it in Browser.log or a debug text, just to check it is doing what you think it is.

  • Well, two possibilities spring to mind - you can on each tick preserve the previous velocity and compare it with the current to see for changes. Or you could just monitor the changes is the presses to determine it - your own pseudocode specifies it in terms of what is or isn't pressed.

  • Rather than doing it that way, I would be inclined to give your player a "state" (which could be closely related to the animation - you could actually *use* the animation Name if you wanted but it's a hack you might regret) - alive / dead / whatever as an instance variable, and only move when the player is alive.

    To physically stop it working you can enable/disable the 8Direction behaviour (depends how you are moving your player)

  • Err... yes, I think a license is permanent. Is your licensing not working ? If not, contact support.

  • Yep, I only use ttf fonts for debugging displays.

  • I would add that I have had similar save problems (not sure if 206 onwards) and I'm definitely *not* using cloud saving.

    I haven't been able to reproduce it. What seems to happen - I think - is that something gets out of sequence in the image editor - it's always related to this - , and one of the images goes AWOL , then it starts complaining it can't load the capx because the image isn't there - not sure because I've exclusively used project directories for the last month or so. It happened on 2/3 occasions for me, and I wasn't doing anything unusual at the time (e.g. external editor). Since using projects the problem has never happened again.

  • Presuming you are using bullet behaviour ; there is an action which is something like "Set Bullet Angle of Motion" (can't remember exactly, but it's something like that) which will make the bullet go any direction you like. So spawn two bullets rather than one, and send one the other way.

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paulscottrobson

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