Tokinsom's Recent Forum Activity

  • You just have to calculate the size of the border and add it to the final window size. Set 2 global vars to the native resolution, then subtract that from the retrieved window size.

  • There's the C2 Data Manager app in the store but honestly I found it to be kind of disappointing. Alternatively you can learn the structure of dictionaries and modify them with notepad / notepad++. Sounds crazy but it's really not that bad.

    Aside from that. "Maybe for C3"

  • Ask and ye shall receive... 3 months later *ahem*

    We also posted a little gameplay preview

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    but it's already outdated!

    And some new concept art!

    (Fuze The Rocker)

    (Stain The Painter)

  • R0J0hound As usual R0j0 saves the day. Thanks man

  • I have an enemy that teleports around the player and shoots a bullet at you using angle(x1,y1,x2,y2). However, I want to limit the angle to -80 and +80 of the enemy's current angle so it's always shooting outwards / the bullet never overlaps the enemy itself, which I'm using clamp() for. This causes some problems because of the way angles work...i.e. if the enemy's angle is 270 (upwards) and the player is to the bottom left of it, it'll actually shoot as far to the right as it can instead of the left.

    Any idea what to do about that? I remember MMF having an extension for this very thing...

  • DatapawWolf Not entirely sure what you're expecting, really ^^: They're just tiles after all. One interesting thing you can do is pin tilemap objects to solids for moving platforms and such. So that's kinda cool. There are tutorials on animated tiles too but I just use sprite objects for that. As for tips...you can select tilemaps from the z-order bar. I prefer to keep each type in its own layer though (graphical tiles, collision tiles, terrain type tiles, etc).

  • This must be what we get for watching The Interview.

  • Ruskul I know man. We have 10+ very large 8x8-tile-based levels to build and it's incredibly tedious without being able to right-click + drag to copy/pickup numerous tiles. This one little feature will save us a whooooole lot of time and trouble.

    Anyway, to pick up a single tile right now you hold shift then right click.

    C2 has lots of "hidden" hotkeys like this. Not sure how many are in the manual though; I haven't had to read it in a long time.

  • Eh. Might see something like this for C3 as a 3rd party addon. As for C2 you might just have to use Tiled / your own system with sprite objects.

    I gotta say, it's pretty amazing how many 2D engines skip right past so many fundamental features. Construct came out ~7 years ago and we just recently got orthogonal tilemaps. Clickteam's been around for over 15 years and their engines never got them at all. Sadly, with so many people targeting chintzy mobile games and such, or simply not knowing any better, nothing is ever done about it.

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  • What would be the best way to prevent two or more of the same sounds from playing at exactly the same time, thus multiplying the volume? i.e. two enemies fire a bullet at the same time. I tried only playing the sound if its tag wasn't playing, but that didn't work.

  • You've got a point. I figure C3 will be out in less than a year though. I don't think C2 can survive on such tiny updates for 2-3 years. By then Fusion 3, GM:S 2, and others will have taken over.

  • Just preview the game, move it to the desired monitor/position, and minimize or unfocus it when you're done testing. The next time you preview the game, the window will be restored as it was. You'll also get slightly faster preview times this way. Make sure to have "run while minimized" or whatever unchecked in the project properties though.

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Tokinsom

Member since 6 Jun, 2010

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