LittleStain's Recent Forum Activity

  • Wasn't there a start ignoring input action?

  • You are probably going to give the character some behaviours in the future, right?

    To change it you could pin the player to the pavement, or set the player to pavement.y on start of layout, but this would probably give you issues later on when the player gets his behaviours.

    I use anchor behaviour only for hud/gui elements within a game, which is what it is meant for in my eyes.

  • There are a few ways to do this.

    Without using third party plugins using lerp would probably be your best choice, for it gives a smooth movement.

    I think though that most people like to use the third party plugins litetween or moveto for these purposes.

  • First the path has to be found and when found the monsters will follow the path.

    This is impossible in one tick.

    If instead you'd use every x seconds, so they react to player movement it could work, but it might be quite cpu intensive.

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  • RookieDev

    Actually, your question has come up multiple times on this forum and no one size fits all solution has been found.

    As far as I understand the 8-direction-behaviour was intended for top-down-view games and therefor has not got this jumping functionality implemented.

    Best way I can think of to create stuf like this is having a "Feet-touch-ground"-sprite with the 8 direction behaviour and a seperate sprite with the character/animations..

    You could have the feet touch ground sprite to be the shadow of the character..

    In normal circumstances the character while being on the ground would follow the feet touch ground sprite and when jumping the two would be seperate..

    Giving the character some sort of x and y-vector movement and having it land back on the shadow.

  • I don't have this problem..

  • 1353x793x4=4291716 bytes = 4,3 Mb in active memory if it's not placed on a power of 2 plate in which case it would be 2048x2048x4= 16,8 Mb in active memory.

    Large images can be a performance killer..

    Although ofcourse it's not the only factor..

  • So then you design in 600x1000, set project properties to 1000x600 and rotate layout, right?

    Layout and project are different things..

  • system set layout angle?

  • Seems like the original image is a different size than the sprite. Could you explain how you import the image or do you have the original image so we can at least check if this is wrong?

  • Am I correct when I don't see any events on your event-sheets?

  • The basic idea is pretty simple..

    You could either create the game over screen through events or create it on an layer set to invisible on start of layout.

    Then when game over happens set the layer to visible or create the objects needed for it.

    For the total distance you could just create a text object displaying it on the game over screen. Maybe it would be better to add a new global variable Highscore and set it to the total distance after the run if the distance is higher than the total distance of previous runs.

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LittleStain

Member since 26 Apr, 2011

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