Steven's Recent Forum Activity

  • dl.dropbox.com/u/1487524/Scirra/setPositionMenuExample.cap

    Is this more of what you are looking for Rogerty?

  • What I think is happening is that your character is the collision detection, using pixel perfect collisions, so when the legs(for example) animate, they can overlap the slope while going up, thus causing issues, and overstep when going down, causing the dropping thing.

    So you need to make a collision box about the size of your character, a solid rectangle.

    I still use a seperate collision box for my platformers, and set the animated character sprite to the collision box using some events.

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  • I wash my hair.

  • dl.dropbox.com/u/1487524/Scirra/setPositionExample.cap

    Have a look at that Rogerty, is this the sort of thing you are meaning? Click and drag the background or the item to move them.

  • Guys, I think he is asking how to scroll in the layout editor.

    If that is the case chap, one option is to hold down the space bar click and hold mouse 1 and move the mouse, or to click down a middle mouse button and move the mouse.

  • The inheriting thing is very useful, but i have had it go a little haywire in the editor.

    And setting up your hud on every layout is tedious and hampers change.

    The way I handle these sorts of things is to manually create them at the start of the layout using events.

  • Have you adjusted the range etc?

  • Main issue is needing a 'for each' on the land and having the line of sight events as subevents.

    This improves it a lot, but it still flashes on some tiles when moving around.

  • You could do that.

    I would position them relatively to the background.

    Right click - background - set position to mousex, mousey

                - item - set position to background.x, background.y + 32

    You could use a loop to automate it. The only tricky part would be picking the right object, but I am sure there is a way to do that, the just set the position to "background.y + 32 * loopindex" and so on.

  • I don't believe the animation speed is tied to the fps.

    However, to work in V sync you need to multiply by timedelta. Have a search if the forum will let you, there are a few threads where it is explained well(one of those threads teaching me about timedelta)

    So it would look like this. It would move 10 pixels a second, which might be too slow, but you will need to work out what rate is correct.

    Player.X += 10 * timedelta

  • Inside construct you want to double click on the layout, select 'sprite', this will open the image editor. Now you can either paste your image in, or you can click on the icon second from the left at the top, select your pre-saved file and click open.

  • Unfortunately that is the colour filter of the layer, not the background colour.

    I am using the multiply/shadow caster/light set up and changing the layer colour filter would taint the colour of the lights.

    As an aside, changing the opacity really screws up the multiply effect, so maybe adjusting the background colour in real time will be pointless also. :(

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Steven

Member since 18 Mar, 2009

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