podpathos's Recent Forum Activity

  • I have the following situation with event order

    <img src="http://dl.dropbox.com/u/37009800/Construct%202/Need%20Help/EL.png" border="0" />

    I would like to understand the difrence in event order and logic of execution in C2 (i know is from up to botom), but in this case (not working sheet) when you klick and 'active'=0 and 'c'=0 then it change them to 1 and in same event, I guess, check if 'active' is 1 and 'c' is 1 so it sets 'active' to 0 but not 'c' so it can't reset conditions ('active'=1, and 'c'=0 can't triger enything). Em i right? Or is it something else in question?

    I think that C2 need some nice basic tuts about event logic, I can't always grasp what's accualy happening.

  • here is a quick and drty example, with some suggestions for animations of tree and background via moving tilebackground.

    for each tree you need

    variable start.x at the center of screen

    variable start.y at some negative value

    start.angle (random of 360)

    and then you position each tree on elispe:

    tree.x is start.x+cos(start.angle)*width.of.tree

    tree.y is start.y+sin(start.angle)*(width.of.tree/2 or width.of.tree/3, or something else but les than width.of.tree)

    set tree.angle to angle(start.x, start.y,tree.x,tree.y)

    when you press left/right you add/substract value of start.angle for each tree - so each tree rotates

    of course you add some vaule each tick to start.y to move trees down at some speed

    here you go

    look at my idea for moving background I think it would suit you game (by the way i like your game concept)

  • i believe your problem comes from fact that C2's platforms behavior is not designed for small sprites

    read this and this.

    custom platform behavior with loops may be way to go, or somekind of custom collision detection...

  • for splitscreen concept with canvas plugin check this post

    i guess two layouts on one screen is not possible. but you can create "two" levels on one layout so that one player can't enter region ("level") of another, and with canvas plugin you can simulate second camera - to separate "levels" and player visualy.

  • this is what I noticed (8x8px sprites):

    <img src="http://dl.dropbox.com/u/37009800/Construct%202/Help%20Others/Collsion%20small%20object%20problem/PLATFORM.jpg" border="0" />

    if you wanna use such small sprites I guess you must make your custom movement/collision detection - check for overlapping in advance and calculate position in which object must be to prevent penetration when actual overlaping happens...

  • Glad to have been of help. You gave me something to amuse myself. Keep on with your game.

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  • I'm not sure that understand what is a problem, but try to set scale to 0.83 (0.8333..-800/960)

  • I guess that custom movement is best for that, but I did something relatively useful with platform behavior and slopes from 45-90/270-315 degrees.

    play wiht parameters to get better results

    platform behavior custom slopes

  • Here is one possible way to do what you want...It is character from game Abuse(legs and torso animation), and I made it as Player character but you can figure out from here how to make it enemy (instead of sight it would be player)...also image point from which bullet spawns is not correct....

    capx

  • I was mislead by "realistic" "visibility" "detection", and when I think of some kind of "A.I." in CC or C2 I don't go beyond simple FSM (that is Quake 2 - single player enemies not bots-, pre 2000 - where in action games AI is something you devote smallest part of production time), but I didn't said is always done at the end, I said that you must know some basic elements of your game world (which you didn't specify and I was thinking that you want to make AI) - that's why "Most of their code work was performed in a simple cube environment with very few static meshes", knowing what inputs they can get and how game logic functions. I leave discussion about A.I. alone.

    For realistic aiming I think is better to have separate body parts - legs (animated), torso, hands and head attached and controlled via events depending of angle between target and enemy and/or some other conditions.

    There is Lucid's (forum member) amazing tool Spriter, he may implement in Spriter procedural animation - which can be controlled via events, like in this example he made in CC:

    Subscribe to Construct videos now

    try beta: http://brashmonkey.com/

    see possible future features: http://www.kickstarter.com/projects/539087245/spriter?ref=live

    edit: one more thing I didn't say about question 2. If you use private variable for (attack time, die...) each instance would behave on their on - update according to its actual state (of energie, position...)

  • If I understand you correctly you want to randomly choose 3 of 20 and then upgrade that tree different variables by 1. If that is case look this(I use 10 variables):

    http://db.tt/NuRhY5ZA

    Or you then want to randomly choose 1 of that randomly picked 3 and upgrade one of that tree? You can figure that out by first situation.

    edit: mouse click to trigger adding

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podpathos

Member since 23 Jun, 2011

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