roracle's Recent Forum Activity

  • I re-imported the music and sounds I had changed but it still will not export.

  • As the title says, HTML5 or Desktop exporting is directly crashing my system. Is there something like this which others have encountered, and if so, what was done to rectify it? I did try to not use minify script, too, and it's still crashing.

    Edit: added "desktop" to the equation. As a heads up, there were times where I needed louder music, so I would edit the music, save the project folder, close C2, replace the music with the new export, reload C2 and project, and the main (only) layout's UIstates seemed to be messed up (all locked layers are now unlocked, all hidden layers now showing) but everything else works fine. This means Run Layout and Debug both work fine. I can play it and it works as is, but exporting is an issue.

  • I have it set up when something is destroyed, it plays a sound. The issue is when I destroy two of those things at one time, things work properly, the sound plays (for each destroyed) but it seems to increase the volume of that sound. I know others have had this issue, so please if anyone can point me to the solution of this, it would be mighty helpful! Thank you!

  • I'll look into your example more closely. I did try physics but my character kept sliding around. when colliding with square collision objects, and I don't know why. But I'll see what I can gain by looking at your stuff there, I'm sure I can figure something out.

  • It involves finding the angle of the spot on the polygon the player hit and canceling the speed moving against the object. You can look here for a few examples you may be able to use in your game.

    Umm, which of these would best suit a player moving around objects that are on a tilemap? You have like five hundred examples </exaggeration>

  • Thank you!

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  • Maybe I'm missing something, but how do I have a collision box at an angle, and have my player walk directly into it, but it pushes him the correct way he needs to move? For example, if he's moving up, and he hits an angle, he should move up still, but at the angle of the collision.

    How can this be accomplished smoothly in C2?

  • You might want to run through some tutorials before going on. I'm not trying to be rude but you do have 3 posts and they are all on this particular thread. It is beneficial to do a number of tutorials and get to understand the logic behind game development in Construct 2. Otherwise this will be an everlasting thread of us telling you how to build a paperboy clone.

    Remember, this is all math, so without understanding math it might be hard to do what you want. Algebra is the most basic and most used of all in any programming environment (eg: Set movement to Variable+Variable/2). So again, go do the tutorials and you'll understand more about how C2 works, and if you need, there are plenty of algebra tutorials (and more) online in various resources like math.com or watch videos on YouTube.

    Good luck!

  • Interesting, might be useful in the future. I'll try it out in mine, too, could make things cleaner.

  • Yeah that's how I normally do it, I just thought by now the Tilemap would have been updated to support it. But I've already edited my map to using two Tilemaps. The issue I had was time, because it's such a big map and I didn't want to waste too much time re-drawing everything.

    I think animated tiles and collision-per-tile would be a good thing for an update in the future. Is this even being discussed somewhere?

    But I did find an easy way to save time without hand drawing or hand erasing everything I'd already done:

    https://www.scirra.com/forum/viewtopic.php?f=147&t=168371

  • Oh I see what you mean, no there are wall graphics and floor graphics and they're never the same.

  • It's the same graphics, but the walls are always walls, and the floors should always be floors. My issue is there are a lot of tiles that will be solid and a lot that are not, so it's a bit easier to just edit them manually (in notepad++). I can't stand things being out of order lol. Things just get too complicated when I make games, so I try to make it easy on myself for later, even if in the moment it's long and tedious.

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roracle

Member since 30 Apr, 2009

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