Nimtrix's Recent Forum Activity

  • If we're talking Red Faction style destruction, terrain doesn't have to be destructible, only buildings and other objects, right? You could probably fake that with particles like the rocks in this demo:

    https://www.scirra.com/labs/particlesdemo2/

    So pretty much what TELLES said, but it's probably gonna be a bit of work if you're doing it for all the objects.

  • 'choose' is a system expression (see manual). In your case you would use the action "Set text" and when prompted for what text you want to display, type 'choose(A, B, C, D)'.

    Every time the text is set a random string will be picked from the parameters of the expression. (A, B, C or D)

  • Awesome indeed, and about time imho. Thanks for sharing.

  • It's hard to say what's going on without seeing your .capx or event sheet.

    Anyway, I wanted to try some things with 3D animated sprites, so I made a door example for you while I was at it. All the frames of the animations have been cropped so they are different sizes, so if you look at the image-points in the animation editor you can see how I've moved them around to compensate for the different sizes of the frames.

    Hope it's helpful in some way, if not you should post your .capx:

    OpenDoor.capx (r123.2)

  • Sprite.Animationframe returns the current frame in the "Sprite" object. So for example if you wanted to display the frame with a text object, set the text to 'Sprite.Animationframe' and the current frame number will be displayed.

  • Make an event that sets the platform object's Vector X and Vector Y on collision and you'll get a knockback/bounce.

  • Are you using the platform behaviour on the player? The physics behaviour isn't really meant to be used with other behaviours, but you could make your player a physics object and simulate controls like this:

    PhysicsRock.capx (r123.2)

  • Any time. By the way czar, ThunderLion; there was a variable and action in there I ended up not using, forgot to remove it. In case you were wondering the purpose of those.

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  • Something like this?

    TurretLaser.capx (r121)

  • I have this old example lying around, hope it helps:

    SelectionBox3.capx

  • dx is called VectorX in the platform object. The expression you need is:

    Sprite.Platform.VectorX

    'Sprite' refers to the name of object with the platform behaviour. Then 'Platform' refers to the behaviour and 'VectorX' to the change in X direction. Also, you can always take a look at the platform behaviour in the manual.

  • Laurent:

    What do you mean by easier? There are many solutions to this, but I don't know if you would consider them easier or not. Anyway, here's how I'd do it, hope it helps:

    RotateKnob.capx (r120.2)

    PS: If you want plugins you should ask in the plugins subforum.

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Nimtrix

Member since 30 Dec, 2011

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