chrisbrobs's Recent Forum Activity

  • I was looking for the answer to this yesterday, these are the best examples i found -

    Example caps posted by Xeno and Minor

    http://dl.dropbox.com/u/1646976/pushing2.cap

    http://dl.getdropbox.com/u/1646976/pushing.cap

    or go to this page -

    http://www.scirra.com/forum/viewtopic.php?f=3&t=6866&hilit=pushable

    Good luck.

  • If you change or add the following settings, the player will not fall through the floor -

    1, mario - collision set to bounding box.

    2, Floor sprites - attributes solid and platform.

    Should work now.

  • Still not finished, but you can get the latest here (Maths teacher 2.5).

    I'm still trying to work out how to write the events for the math calculations.

    Then i will add the sound.

    http://dl.dropbox.com/u/15858089/Maths% ... %202.5.rar

    Estimated release date Feb 2100.

  • I was thinking of using the physics behavior, but then it's a pain to make every object it interacts with a physics object aswell.

    You don't have to make everything else a 'Physics' object. You can create a 1 sprite that using the 'Physic's' behavior, create an event that makes it invisible when the game runs and place multiple copies of it in your level where you need it (resizing the sprite as you go, not in the picture editor)

    Anyway post a cap when you have finished the game....I think i have got a copy of the original Halflife mod on my other P.C.

  • Hello JerryW

    After downloading the app you posted details about, i have had a go at creating something similar with Construct.

    Its not finished yet but you can download the first part here-

    http://dl.dropbox.com/u/15858089/Maths%20Teacher1.rar

    <img src="http://dl.dropbox.com/u/15858089/maths.png">

    Part1

    Contains all the graphics and test animations for the project (thats the hard bit out of the way)

    (I had to 'borrow' some of the graphics from your upload !)

    --------------------------------------------------------------------------------

    Part 2

    Not done yet, but i should have it finished by tomorrow and will post details here.

    In the meantime you can have a look at the events in the first part to see how i created it.

    I am not an expert myself, and there might be easier ways, but this is the way i would build it.

    If any one else wants to have a go at finishing the game then feel free to use / modify / improve the cap file.

    good luck

    P.S i got an E in maths and English.

  • Great plugin.

  • I have Just had a look at your cap, and would recommend that you use the 'Physics' behavior instead of 'Custom' for moving your crates. This will save you having to write extra collision detecting events, and will make your game look more realistic.

    Step by step for crates

    1, Remove the 'Custom movement for the crates and replace it with the 'physics' behavior.

    2, In the crates settings, tick the use 'Gravity' box.

    3, in the crates settings, set 'Collisions' to 'Bounding box'.

    4, In the spite editor, move the crates collision point to the center of the box (12x12)

    Step by step for the floor

    1, Assign the 'Physics' behavior to the floor(to stop the crates falling through it)

    2, DONT tIck the use 'Gravity' box for the floor, for obvious reasons.

    3, In the floors properties settings, tick the box that says, 'Immovable'

    4, in the floors properties settings, tick the box that says "solid"

    5, In the Event editor, remove any leftover event lines concerning the crates custom movement.

    if i have left anything out, or it doesn't work, you can download an amended cap here-

    http://dl.dropbox.com/u/15858089/Partial%20ex%28gravity%29.cap

    Good luck

  • Frogger game clone

    http://dl.dropbox.com/u/15858089/Frogger%20clone.capx

    Construct 2, version 27

    Use the arrow keys to guide the frog to the fly.

  • Simple animation test

    Use left arrow to run (player wraps to screen)

    http://dl.dropbox.com/u/15858089/Simple%20animation%20test.capx

    Made with release 27.

  • To change default image editor on registry :

    HKEY_CLASSES_ROOT\SystemFileAssociations\image\shell\edit\command

    example : "E:\Programs\Paint.NET\PaintDotNet.exe" "%1"

    As it implies it changes the program that is executed when i you click edit on shell

    Thanks for the tip Kiyoshi. Replaced it with "C:\Program Files\PhotoFiltre\PhotoFiltre.exe" "%1"

    and 'HEY PRESTO'

    Cheers.

  • Yeah, particles in Construct are rather nice - here's a flame thingy I made almost a year ago: http://dl.dropbox.com/u/1328856/BURN.cap

    Perhaps a slightly more realistic movement of the flame there

    Re Somebody's 'BURN.CAP'

    Best fire/flame effect i have seen so far, its on a par with Particleillusions effect

    Regarding the FPS and VRAM replies, i think its down to 3 things-

    1, Texture sizes 32x32 as opposed to 124x124

    2, Some particles use the 'GLOW' effect

    3, Particle 'RATES', e.g the wide flames use 500 at a time, i only had mine set to 90.

    Thanks for the cap, i'm gonna do some tweaking!

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  • I didn't realise how versatile Constructs particle object was, so after some experimentation ive managed to come up with the following effects.

    <img src="http://dl.dropbox.com/u/15858089/screenshots1.png">

    I have created a particle effects viewer so you just need to click on the various buttons to view the effects.

    http://dl.dropbox.com/u/15858089/Particle%20effects%20viewer.rar

    note....all the effects are particles(using textures), not sprites.

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chrisbrobs

Member since 10 Aug, 2010

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