InDWrekt's Recent Forum Activity

  • To have a Sprite animation play backwards, set the Speed option on the animation to a negative value. In other words, if you play your animation at 10 frames per second, set the speed to -10.

  • This may or may not help but, this is one thing I have done.

    Instead of anchoring UI items to my window, I place all UI items on a single layer. I then set the layer paralax to 0,0. This makes it so the layer does not move at all when scrolling. When the layer loads, I set the starting position of elements I want to move, relative to the layer size. I have attached a very simple example capx to show you how it works. If you press esc, a text object will drop down from above the screen. Also, there is a bottom bar with a button that will make it expand and contract. The graphics look terrible because I just wanted to throw together a quick example but, you should be able to see how it works. Also, the only thing that is anchored is the box in the upper right but it really doesn't need to be.

    This may not be as flexible or even as good a method as what TheDom suggested, but it is a method I have used that worked well for me.

    I hope this helps you work out some new ideas on how to handle this situation and good luck with your project.

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  • TheDom

    That works well if the player is outside the lines. In the case mentioned above, the OP said the player had to be inside. This means the collision polygon created by the image is the opposite of the collision polygon needed. The player is inside the lines while the area outside the lines represent the collision polygon. Also, as you mentioned, more than 8 points degrades the performance, so your suggestion would not be optimal anyway. The image above would require 18 points to create.

    alexheg

    You will get good performance and results if you use my suggestion above.

    I hope this helps you get what you need and good luck with your project.

  • You could quickly recreate that image with a tilemap and give it the solid behavior. Only the filled tiles will trigger a collision. This would probably be the fastest and easiest way to accomplish what you want, plus it is really easy to change later.

  • OK... That's pretty interesting. Guess that's a good reason to use that resolution. I hope at least what I wrote helps you with your project.

  • You set the resolution in the project settings under window size. That being said, why on earth are you making your game 32 X 32.

    That being said, this resolution is far too small and it doesn't matter what you do, it probably will never look good full screen. To play the game at 32x32 resolution not scaled, the player will have to strain to see anything and scaling it up to a playable size will just make it extremely pixelated. If you are looking for a retro resolution, you could try shooting for an early pc game resolution like 320x200 or even 160x144 which is the original gameboy resolution.

  • I'm not completely sure why you needed help on this particular issue. This is an extremely easy task to accomplish. But, since you asked, this is all it takes:

    1 - Add an action to the player using the "Is overlapping another object" event and set the text to visible.

    2 - Add an else event right after the first with no other conditions. An else event triggers any time the previous event in the list would not trigger. Give this event an action to set the text to invisible.

    I am including a capx just in case this isn't clear enough.

    Good luck with your project.

  • The minimalist style looks interesting. I like the layout of the score board.

  • As a bonus, I decided to include another capx that shows another way to do the same thing. This method only uses 1 event for changing between the 2 directions but, it is much more difficult to read. It uses 2 animations for showing the different directions instead of mirroring the Sprite. Then uses a ternary operation (look it up on Google if you don't know what that is) to decide which animation to show.

    This is a more advanced method that can cut down your event count, but can be a nightmare to upkeep if you ever have to go back and fix it. That is unless you have a good grasp on what a ternary operator is and how it works.

  • Attached is a capx example for you.

    All I did was add an event for when the Sprite reached the end of the sine magnitude - 1 which mirrored the Sprite object.

    I hope that gets you what you need and good luck with your project.

  • My question is, why are you using the 8 direction movement if you don't really want the functionality of 8 direction movement. It sounds to me like you could just use an event for the left and right arrows. This shouldn't really change your event list too much and would give much more options.

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InDWrekt

Member since 19 Sep, 2011

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