C-7's Recent Forum Activity

  • You can absolutely block it. This example isn't exactly what you're trying to do, but it has the principles that will show you how.

    Lantern Example

    EDIT:

    Alright, I modified it quickly to do a true flashlight. I made it to work with layers that aren't necessarily 100% dark (they're translucent) so it can fit more applications.

    Flashlight Example

    Just so you know, it's important that the flashlight sprite is at the bottom of the layer (under the shadow objects) for this to work.

    And here's it running in a browser so you can preview the effect: Flashlight Demo (arrows keys to move, mouse to aim the light)

  • I do stuff like this by having an invisible sprite called "camera" that follows my player wherever I want it to. I then set the game to follow that object, so you can just set up a few states in your game (like measure of player's position is within x pixels of layout edge) to know when to reposition the camera object relative to the player. I generally use lerp to move the object, too, so it isn't jumpy but remains smooth.

  • You absolutely can drag it under the "Every Tick" event to make it a subevent. Just make sure you are dragging it to the right side of the bar for "Every Tick" or it won't know what you're trying to do. I just made a duplicate of your events and it works just fine. Otherwise, click on an event and hit S to make a subevent or B to make a blank subevent.

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  • If I wasn't so focused on finishing my own zelda-like game, I would be all over posting a template to the store. It's simply more complex than a lot of platformer stuff, though, so not as many people can/know how to do it.

  • Congratulations! You guys deserve any and all praise you receive! The game is awesome.

  • You could also traditionally animate at higher resolution and avoid some of the rigid look of some tweened animation. I've seen a lot of the game dev community just in love with pixel art, but the novelty is gone. There is a smaller niche that likes it, but the general public complains about it--even beautifully-done pixel art. Your art style will help determine your audience/market, and pixel art limits you there.

  • Groups probably wouldn't be the best choice for this. They make sense in your head for this, but they're more for enabling/disabling an enemy's ai out something.

    You'll want to use variables and functions more than likely--it'll save your butt later. Groups would be a lot of repeated code in this case. So if you want to change something later, you would need to make the same change repeatedly by hand for each group. If you just had it all reference a variable instead of hard-coding your numbers, you could make one change and not need to go through everything again. Definitely check out a tutorial on findings too. You could call a certain event with unique values anywhere you want in your code without any copy and pasting.

    Use variables and functions. At some point, familiarize yourself with arrays and dictionaries, too if you aren't already!

  • Use both then. Still keep track of your degrees and just add the dead zone conditions simultaneously. That way, it only triggers at the edges of the circle pad, but when it does, you keep track of the degrees.

  • And I get joystick inputs by things like: x>0, x<100 perform action .......etc

    Just change that 0 in all of your events to whatever value you want. 80, 90, whatever. It might help to make it reference a variable then you can just keep adjusting the variable to increase/decrease your deadzone.

    So if X>80,X<100 and if X<-80,X>-100 etc. but swap 80 out for a variable so you can change it later really easily.

  • It's really fantastic work! It's nice to see other ambitious projects in C2! Your art style looks great and the animations are nice. I'm curious just how many frames your animations use, but it all looks nice! I hope you have a nice way to ease new players into all the detail you have in the game.

    I'll be actively checking out your topic to see what else you get working in the game!

  • C-7

    Yes. I know that's the case and I've been trying to get it to work based on Ashley's tutorial. But even using trigger once while true, set them to group and all other methods. Just can't seem to get this one to work. Regardless of whichever condition I use. It all goes back to a loop. I might not know some of the advanced technique yet though. I am looking at Else statement now. Thanks for pointing out.

    *Update* Got this to work with Else subevents. Thanks again!

    No problem! I try to post direct answers, but Ashley explained it really well, it's a common mistake that you made, and it's something great to know!

  • Remember events are read top to bottom. So how you have it, it is rotating the object 90 degrees then immediately rotating is back 90 degrees the other way if I'm looking at it correct.

    Check out this tutorial by Ashley to see a better way to set that up with an Else statement.

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C-7

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