RhapsodyInGeek's Recent Forum Activity

  • BluePhaze there's no need for more than the player object and the mouse coordinates no matter how you do it.

    Say you have 8direction behavior.

    + Mouse Left Button Down
    ++ Mouse.X > Player.X
    --> Simulate Control Right
    ++ Mouse.X < Player.X
    --> Simulate Control Left
    ++ Mouse.Y > Player.Y
    --> Simulate Control Down
    ++ Mouse.Y < Player.Y
    --> Simulate Control Up

    Bullet Behavior and Custom Movement are even simpler:

    + Mouse Left Button Down
    -> Set Angle of Motion: angle(Player.X, Player.Y, Mouse.X, Mouse.Y)
    -> Set Speed: Player.Speed

    Of course you can get more complex with the movements, or find other ways of doing it. But you don't ever need more than the Mouse.X or Mouse.Y for mouse based movement.

  • Even easier, BluePhaze , you just use angle(player.X, player.Y, Mouse.X, Mouse.Y). No need for a dummy sprite.

  • Another reason not to show the To-Do List: the length would break the website. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Mino's image origin is not inside his bounding box. Your shark keeps going to Mino's origin, thus any overlapping of the bounding boxes becomes entirely coincidental. Go into Mino's animation and set the origin to center.

  • Right now, C2 possesses superior versions of past plugins, behaviors, and effects; and far exceeds C1 in stability and supported platforms.

    Fix'd. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • I always use a 16x16 sprite myself and set it as 'invisible', since collisions will still work. That way I can stretch them over an area but not have them interrupt the feng shui of the stage. Also, since they're invisible, blurring won't matter. Instance variables take care of ID purposes in the event sheets.

  • Do

    + On Touched Text_Music
    ++ System: IsMusic = 1
    ---> set animation "Default"
    ++ Else
    ++ System: IsMusic = 0
    ---> set animation "NoMusic"

    Construct reads events from top to bottom. You want to make sure that the second sub-event fires only when the first condition is false.

  • This is looking really awesome! The only suggestion off the top of my head would be instead of making the boss flash visible/invisible like you do when he gets hit, make the boss flash between his normal palette and a "red" palette. Right now his flashing gives me a headache (though it could be a side effect of YouTube reducing the video to 30fps rather than the game's native 60fps).

    I'm definitely keeping my eye on this one.

  • Yeah, as soon as I saw the screenshot that was going to be my suggestion. Glad you figured it out!

  • I can't open your capx because I don't have the TMX importer.

    Screenshots of your events that handle the animations?

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  • Do be a little more patient please. You should wait at least a day before bumping to be honest. At least longer than a couple hours.

    As for your problem, instead of "Pick all (object)" do a "For Each (object)" loop. Also, I'd highly recommend using families. Objects in the same family can still affect each other, and they can be put into multiple families as well. It'll give you less headache for sure.

  • Don't need to create another character. You should probably start thinking in state machines.

    Delete Event 15 and try replacing Events 4 and 5 with this:

    +Keyboard: Key 'T' is down
    -> Robot: Set Not Mirrored
    +Else
    ++Keyboard: Key 'Left Arrow' is down
    ---> Robot: Set Mirrored
    ++Keyboard: Key 'Right Arrow' is down
    ---> Robot: Set Not Mirrored
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RhapsodyInGeek

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