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  • It doesn't happen to me either. I can only imagine it's a driver issue for you. Have you updated them recently?

  • That's really looking cool CrudeMik

  • This is a case where you SHOULD use global variables. I can't understand how you have it set up from your description, but you should have a global for "health" that you manipulate based on your game. Then, you can display something on screen to represent it based on the variable.

  • Multiplayer is certainly possible--it has official plugins for it. However, multiplayer is notoriously difficult to do. If you're starting out, you should hold off on that idea for a little while.

  • It's perfectly capable of any of those save for if you're expecting the 3D aspects of Animal Crossing. I'm quite far along on a 3/4 view RPG, and there are several titles among the lines of some of those others. I think Ravian is the name of a Super Metroid-like game? I dunno, there are a few. It can definitely go beyond the capabilities of those classic titles too (search Airscape).

    Mobile performance isn't the best, but if you're targeting web or desktop, it shouldn't be any problem.

  • "On Collision" is a trigger event--ie it happens once. What you're looking for is to invert "Is Overlapping" which is a state that is checked every tick.

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  • It only overlaps if your light source gets right up on the wall and crosses into it (your light source should be right at or near your player). I'm not sure how to fix your specific problem--I can't make it happen in my own tests. I'd definitely be willing to glance through your capx if you're willing to PM it to me, but it's tough to tell from here.

  • You never stated your genre (I can't guess), but the exact same principles apply to any type of movement. A platformer is simple way to showcase things. The target is to make it easier for you. Any offsetting or shifting focus can be done by just telling the target where to go and the camera object will automatically handle the movement for you. You also didn't say where UI elements were positioned on the screen that you wanted to avoid, so I just gave you the tools in that example to offset things however you need.

  • Yes it's made in r211.

  • That just looks like you have something set up wrong (if it works everywhere else, it should work anywhere). Put an event in that sets your flashlight object to the back of the layer just to make sure it's never anywhere else no matter what you do in C2. I mean, I can get light show "show through" further on up if the light object overlaps the shadow boundary, but that shouldn't matter in your game's case.

    If you're looking for an alternative, I wouldn't jump things around layers--that sounds like it'll come back to haunt you later. I suppose you could always place a black tiled background on the floor above (and below depending) that stays locked there until you switch levels to hide anything.

  • Here you go. I don't know where your UI elements are on-screen, so I just gave you the skeleton you would need to be able to reposition and zoom the camera however you see fit to avoid things. I turned unbounded scrolling to yes just to show solely what the camera code does. This is by no means a definitive or perfectly-featured camera for platformers, but it gives you a good starting point.

    Demo: Running in the browser

    Capx: Camera

  • Umm I should have one sitting around somewhere, but I'll try to whip something up. And the camera object is just the center/focal point with the "scroll to" behavior on it, so the size doesn't matter. If you want to zoom in/out, you would use layoutscale. You could set it with variables and such, but it'd be done with layout scale.

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C-7

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