Gmoney's Recent Forum Activity

  • I always use floor(random(something))..

  • If you've ever played Mega Man, or a lot of the old NES games, if you went off screen, the enemies came back and you'd have to kill 'em again. Annoying, yet I would like something like this in my game.

    Even if you haven't played a game like that, if you know how I could do this, I would appreciate the help!!! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    This is what I would do. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/eqcdubg4ivv8p ... .capx?dl=0

    The enemy sprites are set to be destroyed once they go outside the layout, so please walk right to see more enemies spawning.

    Once you reach the far right, the enemies won't spawn again, because a newly spawned enemy will be destroyed right after spawning (due to 'destroy when outside the layout behavior'..)

  • Hi, thanks for your reply.

    An example could be:

    On condition -> Create object on layer 0

    Whenever I add a layer below layer 0, the new layer becomes 0 and the old layer becomes 1. However, in the event sheet, the event still says

    On condition -> Create object on layer 0

    I'd like know if there's a way to make all of the events that refer to 0 start referring to 1 after I add the new layer

    Thank you for the update, sanderstyler.

    The layer name should stay the same. I have just tested and confirmed.

    Case study

    1. Create a new sprite object named 'Player'.

    2. Create a new layer named 'Layer 1'.

    3. Go to Event Sheet and create a new event [System] -> [On Start of Layout].

    4. Under [On Start of Layout], create [System] -> [Create Object] -> pick [Player] sprite and create it on [Layer 0].

    5. Move Layer 1 under Layer 0.

    6. Notice the layer names don't change and the event sheet still says [Create Object] [Player] [On Layer 0].

    You can also change the layer name to something else. Click the [Layer 0] and press [F2] on your keyboard to change the layer name to another name and see if that name would change after adding a new layer and put that layer underneath. It won't change.

  • Oh , well i guess i'll have to do it manually,thanks for information!

    You're welcome, Denmla.

  • Hey, I want to make a platformer where the player can push and pull objects.

    I've used this method to push/pull objects.

    It works, but the object box seems fidget. is there a way to have it move smoothly?

    Check out Miu3's example below.

  • Thanks for the responses!

    makotto, I went with your solution. it makes complete sense. I didn't realize you could use a '.physics' of an object. Just didn't occur to me. Thanks!

    Gmoney, I didn't realize that was what the force attribute could be used for, I thought it was literally to apply force on an object as if it were being hit. Though I suppose that's what impulse is for. I don't fully understand what is happening with force.

    You're welcome, Lumberjack. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    That's what I've found on my own, while experimenting with physics, when I needed to have more than two objects falling with unique velocity.

    To be honest with you, I'm not sure about how the force is affecting the balls to fall slower (or faster).

    I've been using the force to achieve random velocity effects I needed on free falling object instances, in order to get realistic looking free falls.

    I've read Ashley's tutorial below (and C2 manual) to find an answer for that, but I wasn't sure how the force was doing what it was doing in my games. <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused">

    https://www.scirra.com/tutorials/65/phy ... and-joints

  • >

    > > I can't figure out why my tilemaps still have white background even when i removed it completely?

    > > http://imgur.com/a/87DHv -> You see that image (tilemap) is transperent but when i place it -> http://imgur.com/a/xowFq Can someone help me fix this ?

    > >

    >

    > I tried it and it's working fine. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    >

    > https://www.dropbox.com/s/02qbwmv8y7vlf ... .capx?dl=0

    >

    > Please be sure to save your image file as .PNG with transparency.

    >

    You used sprites but that way it's not accuracy,i want to use tilemap system :/ -> http://imgur.com/a/x0jZz

    And yes my images are .PNG that's not prob

    As far as I know, there's no Isometric Tilemap Support for C2 yet, but there's a workaround.

    Here's a feature request thread and a workaround.

    request-isometric-tilemap-support_t97423

  • Hi, Greetings. I am creating a who wants to be a millionaire kinda game. and i have successfully created everything. i am creating this app for high school kids for their competitive exam.

    I am using a .txt file to insert question using json. and i wanna use superscript and subscript fonts as im also including questions from chemistry, physics and maths books. so there is a need to use superscript and symbols.

    when i use exponentiation, it is rendered as normal texts. (Example: when i type 10 to the power of 2, it is rendered as102)

    So, How to use superscript, subscript fonts in construct 2.

    Sprite Fonts.. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.scirra.com/manual/166/sprite-font

    I usually use a plugin called SpriteFont+.

    https://www.scirra.com/tutorials/716/us ... ont-plugin

    And.. check out the Sprite Font generator as well.

    sprite-font-generator-v2_t86546

  • Thanks you. Very sorry. The desired function

    You're welcome, Rezzon71. I wish the feature was there as well.

  • I'm having physics objects fall into a platformer and the height they fall from gives them a lot of time to accelerate, causing them to fall way too quickly. Is there a way to set their maximum fall speed?

    P.S. They fall from various heights, so changing their original height isn't a solution.

    Here is another method. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/7s4vs3c8zde0n ... .capx?dl=0

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  • Hello,

    Help me please, how do I make platform destruction(falling) with physics?

    for example: https://www.dropbox.com/s/ch4koimhwtn1r ... .capx?dl=0

    Check out this example. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/m0km3vtxe4aal ... .capx?dl=0

    There are other ways to do it.. such as..

    1. Creating a small sprite as hitpoint and pin it to the top right corner of the tile, so that the block will fall when the player is about to step off from the stepped tile.

    2. Calculate X of the stepped sprite and make it fall when it reaches the far-end 10% of so of the stepped sprite.

  • I can't figure out why my tilemaps still have white background even when i removed it completely?

    http://imgur.com/a/87DHv -> You see that image (tilemap) is transperent but when i place it -> http://imgur.com/a/xowFq Can someone help me fix this ?

    I tried it and it's working fine. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/02qbwmv8y7vlf ... .capx?dl=0

    Please be sure to save your image file as .PNG with transparency.

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Gmoney

Member since 7 Nov, 2015

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