Yann's Recent Forum Activity

  • I didn't use foreach ordered, just foreach.

    And yes you don't have to use families, just put all your wall sprites in different animation frame of the same object, do the same for their collision mask (dummyshade), but respect the same order.

    Set animation speed to 0 for both

    Then you just have to place your walls and change the "initial frame" setting.

    Then on start of layout you just have to spawn the collision mask and set it to the right frame (you'd have to use a foreach)

  • You could even do a

    +Touch: On touched subLevelBoard

    -> System: Go to Layout (by name) "Level"&subLevelBoard.goToLevel

    But your instance variable should be a text not a number with "01a" "01" or "02" in it.

  • In my maze there was no ray casting, it's only front plane and side plane sprites, rotated and scaled to create the scene.

    That's why it's always a strict frontal perspective with the POV exactly in the middle of the front plane.

    Making a wolfenstein-like... hmmm dunno, I saw a 3D plugin for C2 a while ago here...

  • ASBanks

    yeah probably made a mistake in the two last lines

    -> System: set list to (left(list,0,1) = ",") ? right(list,len(list)-1) : list
    -> System: set list to (right(list,len(list-1),1) = ",") ? left(list,len(list)-1) : list

    should be

    -> System: set list to (left(list,1) = ",") ? right(list,len(list)-1) : list
    -> System: set list to (right(list,1) = ",") ? left(list,len(list)-1) : list
  • That's probably because you don't have another layer. And then the display isn't updated.

    You're layer really disappear but as there's nothing to draw nothing is erased... Makes sense? :D

    Anyway the work around is to set a layer (non transparent) beneath your switchable one, and change the events acordingly (layer 1 instead of 0)

  • sqiddster

    The use of lerp in that specific case can be a pain for many reasons:

    • it's not a linear movement, it's an ease out. For grid movement it might look a bit weird
    • it's very unprecise because the way you use it is the "tricky" way and you reach destination only because of floating point rounding. So you have to do sensibility checks if you want to stay on grid.
    • the speed value is not really a speed, it's only a factor that make the interpolation faster of slower but it's not a 'x pixel per second' value (ok I'm being picky here (: )

    so yeah for grid movement I prefer either using what I posted, or using lerp but by making the third parameter (t) evolve from 0 to 1.

    Using lerp could be intersting because this way you can do ease in or out like this

    set X to lerp(start,end,t^2) for ease in

    set X to lerp(start,end,t^0.5) for ease out

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  • http://www.scirra.com/manual/48/image-and-animations-editor

    Notice the: "The animations bar is where multiple animations can be created for Sprite objects."

  • yes, you just have to write the event exactly as you described them.

    Also... gifs? c2 only uses png or jpg sequences...

  • in this particular situation you just want a distance constraint

    distanceConstraint.capx

    The green circle is drag&droppable

  • autoFraming.capx

    If you want unlimited zoom out you just have to toggle off the 2 first action (those with the clamp()) and set the unbounded scrolling to yes.

    Oh and the two squares have a drag&drop behavior

    And if you choose the limited zoom, it works better if the layout ratio is the same as the window ratio (although I could make it work for any ratio, by recalculating the clamping values using this ratio etc etc etc...)

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Yann

Member since 31 Dec, 2010

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