Lemming's Recent Forum Activity

  • I was trying to create some nice plasma effects and found that David had created some interesting fire effects using it (http://www.scirra.com/phpBB3/viewtopic.php?f=16&t=1601&p=11146&hilit=plasma+fire#p11146)

    I tried recreating it but my plasma just fills the entire box, how do I stop it from rising infinitely high?

    I've tried using plasma before but I've always had the same problem, but I just figured that that's how plasma works, until now of course.

    <img src="http://img19.imageshack.us/img19/1056/plasmahelp.png">

  • > +Every random(5000)+10000 milliseconds
    +Player X is less than 400
    +Player X is greater than 200
    -Create enemy at X,Y
    -Set enemy speed to random(200)+50
    [/code:2m601xij]
    ~Sol
    

    That sounds handy, what does the "random(x)+y" command do?

    I'm going to assume it chooses a random number between 0 and x, then the +y is to set a lower limit, is that right?

  • Request:

    Objective: How to make incremental and random variables.

    Info: By incremental I mean something happening more and more often the longer time goes on, for example making an enemy spawn faster and faster throughout a level.

    ---

    By random I mean giving something a random variable with upper and lower limits. For example an enemy spawns but you want it to have a constant walking speed of any number between 100 and 150.

    Resource: No Idea how to do this, so no .cap I'm afraid.

  • Whilst it was reasonably enjoyable I don't see what all the excitement was about, though that's probably because I didn't read all the story boxes, especially the millions towards the end.

    As for inspiration, without the time altering mechanics, wouldn't you just end up with Mario? Unless you're suggesting every game should have the ability to travel through time, in which case I CONCUR

  • now that i think of it.. the gear shape, with some editing and imaginative mind could be 4chan material.. if you know what i mean

    Couldn't anything?

  • ...I don't get it...

    Is the 3 layers just for having an increased sense of depth? I feel like I'm missing something here, I need a video or .cap

  • That's fantastic! I do believe I'm going to steal that idea

  • Well it sounds simple enough.

    I'll have a bash using your tutorial and tell you how I do, only started using construct yesterday (no other experience) so I guess I'll be a pretty good test.

    Now what to use as my background, hmm...

  • Adding a coordinate read-out would certainly be beneficial... even adding a "set hotspot" and "set imagpoint" by coordinates would be awesome, and equally as useful.

    ~Sol

    Not sure if I read properly but you know it does have coordinate read-out.

    Just only shows how px right, and how many down your cursor is.

  • I think it would be pretty useful if the picture editor not only showed how many pixels down and right your cursor is, but how many up and left it is too.

    This would make aligning the bottom of the image with the bottom of the hitbox easier, when using images of varying heights.

    For example;

    -The Player hitbox is 80px tall,

    -Frame 1 of an attack animation is 80px tall,

    -Frame 2 of the same animation is 75px tall,

    If I were to use the same X,Y coordinates for both images the hitbox would be 5 pixels out in frame 2.

    It's certainly a very minor thing, but it's just something to make things a little easier.

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  • It's great when you're writing an answer just to notice deadeye was faster. lol

    Still I have a little thing to add:

    I noticed that you might have tried to use tagged animations on the character. This only works with the object that has platform behavior applied to it. You could still use tagged animations and set the animations of your visible sprite accordingly with an always event. But beware tagged animations are currently a little buggy or so I've heard.

    Ah I see thanks for the heads up, so I'd use them if/when I want varying sized hitboxes

  • deadeye! I was hoping you'd see this.

    Thanks very much for the changes, thanks even more so for explaining it so I could understand, it makes so much sense now, but isn't that always the way.

    Again, thanks.

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Lemming

Member since 19 Apr, 2009

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