Emperor Ing's Recent Forum Activity

  • Try checking out my topic question about this, as there is a method that seems to put games in fullscreen with the proper aspect ratio:

    The hiccup is that if you try to have things spawn from the edge of the screen while in the "fullscreen" mode, they won't function properly (as the edge of the screen is larger than the display window.

  • Are you using Construct Classic or Construct 2? If the latter, there are help forums and a search bar.

    In general you will need the Mouse and Keyboard object, a "rock" with the bullet behavior, and than an action that says "When [whatever key] is pressed > spawn object (Rock); Set Angle of Motion {Rock} to player.angle"

    I mean, look at the tutorials. There are lots of them. That is what they are there for.

  • I haven't done too much testing myself, but CC also seems to work on my Windows 10 computer, though it did give an initial error message saying that I needed DirectX8 or higher (I believe my computer has DX10).

  • 1st, if this is for Construct Classic (and not C2), it should be moved into Help.

    Secondly, I would recommend using the clamp(a,b,c) system function for timers instead, as it is much more reliable.

    have a private variable "timer"

    "timer" greater than 0

    set "timer" to Clamp("timer" - 100 * TimeDelta, 0, 500)

    [

    [The "500" corresponding with 5 seconds, 300 with 3, etc. I've been told that having things in multiples of 100 is easier and better in the long run, as calculations with values less than 100s can be buggy.]]

    "timer" = 0

    sprite : create bullet

    sprite : set "timer" to [insert number here]

  • I would look into the tutorials about arrays, since they seem to be able to do what you are looking for, like

    an array values of

    1 2 3

    4 5 6

    Would always be associated with sprites 1,2...6 and so on.

    There's the main tutorial list I assume you've probably checked out - it has a section "Map Editors & Others."

    These two topics might be a good jumping-off point:

    Tileset image-based map loader

    The Ever-Growing Tile Editor

    Sorry if I am just rehashing information you looked up already

  • I assume you used the bone/joint behavior to create something like what you wanted - at least, that's how I would go about it, but I've never combined that behavior with platform before. Congrats on figuring it out (and I eagerly await your explanation ).

  • I don't know if your question has to do with Construct Classic of Construct 2, but I would either

    A) make an event that checks whether or not the jumping animation is playing as a condition for other actions

    B) using some type of private variable to prevent other animations from playing, but this is essentially the same as A

  • With a moving platforming I would just use bullet behavior, and have four collision objects which change a private variable "direction" which controls which angle the platform moves.

  • The fact that the manual contains (what I assume is) an accurate and comprehensive list of expressions and their functions is probably one of the best things for CC to happen in some time. Thanks a lot for unearthing this stuff, granpa!

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  • Thanks for the information! Fiddling around with various -(vy) values I was able to essentially get what I wanted.

  • Thanks R0J0 for the tip. I have it set up as you say in this picture

    I just have one question as far as tweaking.

    The event is recreated in this .cap:

    https://dl.dropboxusercontent.com/u/290 ... c_test.cap

    I would like to give the bullet a more vertical arc, instead of falling down from the origin point (e.g. I'd like: rise, then fall). I tried setting the vy to negative, with obvious (unwanted!) results.

    Would I need to set up some sort of dummy points and have the bullet arc between those points to get what I want?

  • The title says it all.

    To picture: think of say, the trajectory of a fountain. I'd like the bullet to rise up and fall in a parabolic arc.

    Which math expression would I use to achieve this affect? I would like to avoid using the Physics behavior + gravity or "cheating" with Platform behavior, because I would like the bullets to ignore solids.

    Or would I use Custom Movement, setting up a time of upward velocity and downward velocity, while adding a little horizontal acceleration? That seems a little messy, which is why I am asking if it can be done with a math expression.

    Thanks in advance for any help.

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Emperor Ing

Member since 18 Dec, 2010

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