stainsor's Recent Forum Activity

  • So maybe I could check (Player.x)%tile_size to see when he's centered on a tile and wait to give the up/down command until then.

    Walls should work as detectors, right? I have walls underneath the white lines of the roads.

    <img src="http://img48.imageshack.us/img48/2453/screenmd6.png">

    Not at my construct comp right now so I can't try anything.

  • But after playing with the Grid behavior in this .cap, I don't really think it's suited to a Pac-Man style game anyway... Pac-Man can turn on a dime, and Grid movement won't change direction until the object has reached the grid space it's heading for.

    Okay now I know what you mean. Pacman should be able to do a 180 turn on a dime. I was thinking just about 90 degree turns. I figured I could grid movement to restrict the 90 degree turns to only when he gets to the actual corner. That way navigating the maze would be smoother. Well that part sort of worked (i.e. didn't work), but the 180 turns are a problem.

    Edit: I forgot to mention that I think with Deadeye's manual input scheme I can do the collision checking that I was talking about and make it all work.

    It turns out think was the operative word here.

    So all in all I think I'm ready to abandon grid movement, but 8 direction movement is still too clunky. I always wind up getting caught on corners. Basically I'm back to square one. Maybe I could use the new custom movement when it comes out and just focus on the ghost movement for now.

    Oh, here's the cap for the curious.

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  • That would be cool to see the magazine page.

    Maybe this can be a thread where we all talk about how we found out about Construct. I first heard about it on download.com. (I'm always on the lookout for great freeware.)

  • Perhaps in the next build if I'm not lazy heh

    I don't think you'll get a lot of people calling you lazy on this forum.

    In fact ... could you take out the trash for me? (My wife has been really hounding me.)

  • bones integrated into physics engine for ragdoll effects

    Hmm, could you do anything but a ragdoll effect? Would there be a way for the character to hold up some of its limbs so he didn't go completely limp? Or maybe if a rolling object collided with him it would take his legs out from under him and cause him to fall on his face.

  • You mean like this?

    <img src="http://i44.tinypic.com/21de8ea.png">

    And just to clarify, you can enter the family name into the expression editor (in other words, manually type in "Enemy.Value('damage')" )

    Exactly like that.

    And I wondered if that would work. That's good to know.

  • I think this will be a really good addition to Construct. Somehow I think people will use this more than they need to. I think people will just assume they need to use custom movement if it's not immediately obvious how to achieve what they want with one of the other movements.

    Oh well, I guess it doesn't really matter which one they use.

  • Wow! Nice catch.

  • Other people have had the same issue. Unfortunately I don't think anyone ever got it working.

  • Hmm, good question. I would think you would want to do this:

    <img src="http://willhostforfood.com/users/stainsor/screen.png">

    with "Enemy.Value('damage")" instead of "0" in the first action.

    Actually I guess you'd want it instead of "global('damage')" in the final action.

    But you can't choose Enemy, you can only choose individual sprites.

  • So how about creating the map with a level editor and saving as one large png to bring into Construct. (As compared to having half a dozen small png tiles and building the level in Construct.) Is there any difference in Render time?

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stainsor

Member since 25 Dec, 2008

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