podpathos's Recent Forum Activity

  • if your orginal resolution is 800x624 than you can upload your game... I dont understand what is a problem...You can upload(according to rules) but your "orginal" resolution is too small and object are too big? Is your orginal resoulution realy 800x624, and problem is how to make objects small? Then how small? Do yuo want holle layout to be on screen?

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  • Send a new capx with same window size and one sprite (image) you use

  • this is simpler an I think 100% working example: on collision check if angle(Player,Box) is less than zero and image point at players top most pixel is greater than boxY+box.height/2

    try

    capx

    edit: update files. now is perfect - added one more condition: Player Y velocity is less than zero or is not falling.

    edit 2 <img src="smileys/smiley18.gif" border="0" align="middle"> : updated files (again). You dont need to calculate angle with "is not falling condition" added...now is perfect   <img src="smileys/smiley4.gif" border="0" align="middle">

  • i think this is what you wont <img src="smileys/smiley2.gif" border="0" align="middle">

    try: hit me baby

    capx

    edit: you can play with distance from center of box..the way I set it is that Player X must be iniside box width...or use different sprite attached to players head and check for overlaping instead of collision so you can hit two boxes at once

  • first, you have four sprite instances - one that is on the right side is your Sprite.Instance=0, top left is Sprite.Instance=1, midle left is Sprite.Instance=2 and bottom left is Sprite.Instance=3. Second, when enemyhp1_hpMin=0 it will destroy Sprite.Instance=0 - right Sprite, and number of instance will change so the second sprite (former Sprite.Instance=1) will be Sprite.Instance=0, and it will be destroyed, and third sprite will become Sprite.Instance=0 et cetera.

    Use private variable.

  • if you arrange events like this it will be triggered only once

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

    seems that local number is here a condition - if it is 0 then add 1

  • move local number before event 1 and it will work, also you dont need event 2 and 3 as subevents of event 1 to achieve what you wont

  • If you are made game in specific screen size then you cant just change layout or layer scale - screen size stay the same...

    it works <img src="smileys/smiley2.gif" border="0" align="middle">

    1280x720

    800x450

  • I am not sure but you can try this.

    First, calculate new screen screen size with same aspect ratio as orginal. Lets say your curent resolution is 1280x720, and max width is 800, then your new resulution would be 1280:720=800:X => which is 800x450.

    Second, calculate how much you must zoom out to achieve same aspect ratio of displayed objects. On orginal resolution 1280 layout scale is 1.0, your new layout scale would be 1280:1=800:X, which is 0,625.

    edit: i messed up screen ratios first time

  • RockmanZero here you go

  • I tried every radnom (3,7) seconds, every choose (3,4,5,6) seconds, and every private variable X = random (3,7), there is no way to set something every radnom seconds with Every x seconds expresion...You must triger it by calculating time of action(do something), curent time, and random time period.

    Do something if curent time=action time+radnom time, then set action time to curent time, set new radnom time period...

    less words more action

    p.s.

    random from 3 to 6 is radnom(3,7)

    edit: update capx now is more readable

  • there you go

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podpathos

Member since 23 Jun, 2011

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