keepee's Recent Forum Activity

  • firebelly

    the game i'm working on requires layout rotation, I can't really rotate everything manually when other behaviours are involved,

    btw did you manage to get a nice bloom effect? I was tinkering with the glow horizontal/vertical, and I managed to make it more like bloom, but it still didn't seem right merging the two effects together when I'm guessing there's another method out there somewhere.

    Joannak it's great, i've been playing with homing missiles that whizz past the player and it sounds crazy

  • https://dl.dropboxusercontent.com/u/53374990/Forum/bugs/DopplerRotate.capx

    Similar to the old audio+rotation bugs..

    The doppler effect becomes fully inverted as the layout is rotated to 180 degrees   -the pitch increases when emitter moves away, and vice versa

    all audio settings are default, except 'doppler factor' and 'Z height', to exaggerate the effect.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Operating system & service pack:

    win7

    Construct 2 version:

        

    158.2

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  • it's just as simple without custom movement,

    crosshair | set x to self.x + Xaxis*speed*dt

    crosshair | set y to self.y + Yaxis*speed*dt

  • yep, in the system actions, you can set scroll in a few ways

    a simple but effective horizontal smooth scrolling would be

    var speed

    every tick -> set scrollx to scrollx+((player.x-scrollx)*dt*speed)

  • The first way you should try this is to use separate layouts with their own event sheets for both the menu and cutscenes

  • Holding shift does the same as going through every frame and clicking the button for each of them.

    it works for some other buttons too.

  • every tick -> set leaf.y to leaf.y + 10

  • Sounds like something you don't necessarily need an array for..

    are the characters separate objects or are they separate animations inside one object?

    assuming they are separate objects.. you can put them all in a family like 'Character'

    and give this family a variable called 'name', and enter the name for each, warrior, knight etc

    have a global variable ChosenCharacter

    on Character clicked > set ChosenCharacter to Character.Name

    and then upon loading the level:

    Create Collision box at spawnpoint

    if ChosenCharacter = Warrior --> Create Warrior..

    if ChosenCharacter = Knight --> Create Knight..

    if ChosenCharacter = Thief --> Create Thief..

    if ChosenCharacter = etc etc --> Create etc etc..

    all these repeated events is okay considering you don't have *too* many classes, but if you decide to add a lot more, there are two things you could try to condense this into just one event..

    either have all the characters contained in one animation (it's why i asked earlier) and instead just

    --> Create Character

    --> set animation to ChosenCharacter

    OR.. you could check out the 'nickname' plugin by searching the forums here. It allows you to assign nicknames to objects and create an object by it's nickname. (if your characters have numerous animations, I would recommend using this instead)

    anyway, that's all optional

    after you've created the Collision and Character, there are ways you can link them, but if you want to keep it simple for now you can just use the 'pin' behaviour

  • you might find this useful:

    https://dl.dropboxusercontent.com/u/53374990/Forum/Slider.capx

    I wasn't sure if you really meant the animation speed, or to control the frame directly, so I included both (you can toggle the actions with the D key)

    It's a bit barebones, so ask if you have any questions

  • mystazsea, did you post an image? I can't see anything

  • it's basically the same actually, mine only adds a few things that you probably don't need

    it counts the amount of body's it sees, and it excludes 'allies' on the same team. (the enemy count is shown with the animation frame, and the teams are done with the coloured animations themselves)

  • for each is super useful, good luck

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keepee

Member since 6 Jan, 2012

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