LittleStain's Recent Forum Activity

  • "Especially all the functions where the image is cutted in pieces to compose them later. (so we can add any kind of image, and the game makes it in the background) (any ideas regarding this issue, is more than welcome)"

    This is usually (for good reasons) done in an external program.

    Offcourse one could try to create this with blending and masks and everything, but it would not be very efficient and would look pretty bad in my opinion.

  • > Find some free graphics over at opengameart.org. Exclusive graphics for free games is a luxury.

    >

    I ran out of luck then

    Someone who can make the graphics for you is an artist.

    To make art one needs not only talent, but a lot of knowledge about techniques and insight into what the public or client wants.

    Making art also takes time..

    It's almost like a job, but it's hard to make money with it, because of the lack of people willing to pay for it.

    Things like "free exposure" are not payment methods.

    If I give my talent to you for free, I'm telling everybody, including myself, that my work isn't worth a dime.

    Instead of free it turns out to be bad exposure.

    That said, I wish you the best of luck finding an artist with no self-esteem.

  • Store system.time in a variable on timer

    subtract it from system.time on key press

    this should give you the amount of time passed since the last on timer event.

    You know the time between beats, so it also gives you the time before the next beat.

  • In the new project dialog there is an example of a rotating platformer.

    It's worth a look I think.

    It set's the angle of the layer based on the angle between 2 objects, with some work you should be able to transfer this to your situation.

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  • Could you try explaining why you want to do this this way.

    It really seems to me you'd like an explanation on how to do things in a not very effective way.

    Setting a string variable can be done in the same way as setting a text-object's text.

  • I'm sure the effect you are trying to achieve can be achieved.

    instead of the scrollto behaviour there is also the system scrollto action,

    so maybe something like this would work?

    every tick

    system scrollto Circle.x+0.5*windowwidth, circle.y

  • Here you go:

    https://dl.dropboxusercontent.com/u/485 ... onLOS.capx

    Just a capx with exactly what I said above.

  • Are you trying to add a trigger to a triggered event?

    I don't see any of the triggered events in your list.

    If you create a new event the triggered events (green arrow) should be selectable.

  • Ok..

    So you want to click anywhere on the screen and make the player go there with platform movement?

    I guess you could try to make that work by creating some sort of waypoints (or area's in which the characters actions should change) and base those actions on where the character is supposed to go..

  • You could try giving the enemy 8 direction behaviour and set it to 4 directions

    Give the enemy an instance variable "direction" type string

    For each enemy

    every second

    enemy set variable direction = choose("vertical","horizontal")

    enemy has line of sight

    -- enemy compare variable direction = vertical

    ----- player.y < enemy.y

    enemy simulate control - up

    ----- player.y > enemy.y

    enemy simulate control - down

    -- enemy compare variable direction = horizontal

    ----- player.x < enemy.x

    enemy simulate control - left

    ----- player.x > enemy.x

    enemy simulate control - right

  • The question may be clean, but I'm not sure what Platform pathfinding is..?

    C2 has an inbuild pathfinding-behaviour, which you could use, or you could choose to download the 3rd party-plugin moveto, or even the 3rd-party-plugin Lite-tween.

  • Yes.. It can be a very short time..

    You could even have -perfect/good/bad/missed/too soon/too late- depending on the time the player pushes.

LittleStain's avatar

LittleStain

Member since 26 Apr, 2011

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