Sup with that?'s Recent Forum Activity

  • Well, the expression seems accurate enough, the only thing I can think of is if you have multiple of the same sprite from the get go, only the variable of (IIRC) the oldest one will be taken into account. So if you have 2 sprites and the initial value of the first one is level=1, and the second one is level=2, the expression will calculate as 2*10*1. This shouldn't be a problem if you're changing the value through events.

    I *think*.

  • On that I'm not 100% sure, I think may just default to white. Perhaps you can use additional translucent objects and layers to give things a colored tint?

  • From that video it looks like you can probably do this with blend modes for objects/layers. There's actually a ready example in C2 you can have a look at, just go to File > New > Example: Lighting

  • Oh, I assumed that the nodes themselves would be objects that do the moving, while the units simply trail along. I was thinking to have the unit use Pin behavior to stick to a node, then while node is stationary have it slowly rotate, thus making the unit orbit around it. When a node moves, unpin the unit and have it move after the node, then re-pin once its within a small distance of the node. Though, I would probably use Bullet behavior to achieve this (and Pathfinding behavior if there's any pathfinding required).

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  • Perhaps a year or so ago I would've totally been all over this testing it out. I was using CC and in my random-map-generating-rogue-like phase (part of me is still bent on making an actual game like that). Alas, .cap files aren't compatible with C2.

    Good work, it'll surely come in useful for someone.

  • Most behaviors do have an option to disable/enable them which you can access through conditions, but unfortunately Destroy Outside Layout is one of the ones that doesn't. AFAIK it has no properties whatsoever.

  • I've been using particles a lot as of late and thought it could use a couple more properties to be a bit more flexible with the effects one could achieve. Not a big deal or priority, I know, but sounds like it would be simple to implement, so why not? Anyway, this is what I've come up with:

    • Fade in: Pretty straightforward, a property that allows you to make particles fade in when spawned. Currently you can only set the initial opacity and an opacity randomizer, and of course fade out as part of particle destroy conditions. Now, I've been shown a way to get something of a fade in effect by adjusting the opacity/randomizer values that works passably well for my current project, but nevertheless I think a more precise measure would be nice.
    • Display angle and spin: This was actually a property for particles in CC that doesn't seem to have made it in. Basically it let you set the angle at which the particles were displayed initially (not the same as angle of motion), a randomizer value for this, a turn rate to make particles spin, and possibly a randomizer value for the spin, too. Of these the latter two/three features sound like they'd be the most useful, but hey, the more the merrier.
  • Well, I'm not sure 8 direction behavior would be the easiest way to achieve this with. Is there a reason for 8 direction?

    I would probably try to do this with either the Pin behavior, making the sprites simply orbit the node without any particular behavior, or you can try out tanoshimi's Boids flocking behavior for an easy life hack

  • Since it's Zelda 2, is this using Platform behavior? You can do something like this:

    On press attack -> Change animation to attack + Platform behavior start ignoring control input

    On attack animation finished -> Platform behavior stop ignoring control input

  • Wrong forum bro

    For making pixel sprites you can try http://www.aseprite.org/

    I haven't tried it personally, but I heard it's okay.

  • I'm assuming this is using the Platform behavior?

    You can try doing something like this:

    On landed -> set max speed to 0

    On jump -> set max speed to ***

    This should make the character be able to move left/right only after he jumps, and stop him from moving after he lands.

  • Is this setup going to be using physics at all? If so you can play around with the Apply force/Apply impulse conditions on the ball when keys are pressed.

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Sup with that?

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