Aphrodite's Recent Forum Activity

  • I am not sure, but wouldn't that cause to render the tilemap as one big picture, and thus increasing the chance that it goes over the maximal size of the availiable max texture size?

  • Nice. This is great for a healthbar.

    But I get a headache when I look at the used formula to rotate the images.

    May I ask if you do know a solution without mask to have an overlay (grey/transparent square over a button for example) which rotates in a circle like a clock? A classic clock cooldown display like many MMOs have on their buttons. Do you know what I mean?

    [attachment=0:3pv14f8x][/attachment:3pv14f8x]

    The button/image is in the background and when you use it the whole button is greyed out and the "clock" runs around until the cooldown is finished and the whole button is visible again. Is this possible without the canvas or other plugins?

    Without a mask, I do not know, however I did add some modifications to my original circular healthbar to make it so its origin can spin around (to be correct, it defines the origin and max angle relative to this origin), but that did make the math rather complex (I even fell in a case when -270 and 90 degress weren t working the same way as origins, which was weird), so i am not sure, i can give it if you want

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  • The C2 events don t work concurently, having one loop in an event, and another loop the event under it, will make it so the first loop is entirely done before the second (I don't have C2 right now so I cannot open your capx files).

  • The easiest way would be using the platforming behaviour on those ennemies, and control their jump depending on the fact there is no ground in front of them (using for exemple the overllaping at offest behavior, just an idea, not the only one nor best one), if they bump of a wall, make them go to the other direction, and sometimes, make them stop in place, then jump, and reitering the movement when they it land.

  • The steam API as far as I know is an option, not a requirement, and I know there are already C2 games on steam, however I do not know if any of them uses steam particular functionnalities

  • Oh i see you have to say "Object".Platform.VectorY or VectorX

    Yup, this is the correct syntax, also when you can enter an expression, I think C2 has a pop up (f4 can make it appear and disseapear), that basiccalye let you select the avaliable expressions for each object (you select the object, then the expression)

  • All fonts availiable in C2 are the ones on your computer, not ones that every device has

    I think the tutorial you said is the wqy to go, that or using spritefont

  • You could set a string variable to "" (for ease I ll call it Textvar), do a repeat loop (you repeat ConfigArray.height times), inside it you have :

    Set Textvar to : textvar & ConfigArray.At(0, loopindex) & " : " ConfigArray.At(1, loopindex) & newline

    Hope that helps, I don t have C2 rit now so I cannot test

  • Best....name ever x3

    But the game is fun, even though I was having a little of trouble with my touchscreen

  • Bl4ckSh33p

    just a quicky to add that it seems than adding a sprite (we will name it "texture") between (z-order wise) the mask and the top_health, and giving him the "Source atop" blend mode will apply the texture to the bar, as images speaks more than words:

    texture:

    Result:

  • I did not saw that in the manual, it just said about the disabling collisions, and never heard of it before.

  • Well, I´m not a native, so excuse my missunderstanding.

    Just to be sure:

    I make a game with 800x480 (16:9 style) and insert assets that are big enough for 1280x720, righto?

    So it will scale up properly on a fullscreen version?

    If the Fullscreen scaling is set to high quality (which is by default), yes

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Aphrodite

Member since 20 Dec, 2011

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