jimand's Recent Forum Activity

  • You can open any capx with the free version of Construct 2. You just need to have the most recent release. http://www.scirra.com/construct2/releases

  • Nikocente -- Scirra's policy now is to wait for the next stable release before putting entries in the manual for features introduced in beta releases. But like you, I am looking forward to the documentation for new features. Not that that stops me from playing around with them in the meantime!

  • Another approach uses an instance variable (distance) in each enemy instance, which is set every tick using the distance function.

    <img src="http://dl.dropbox.com/u/6109058/reactToPlayerEvents.JPG" border="0" />

  • For sharper cornering, you could try replacing the "on collison" event with a "overlapping object with offset" event, and then be careful in lining up the way-points. Here is the demo with those modifications.

    http://dl.dropbox.com/u/6109058/patternMoveDemo2.capx

    You'll need to play around with the size of the offset, and whether it is positive or negative. You will see my rough attempt at this in the capx.

  • I didn't know you could change a sprite's color that way. I've done it with the text object, changing the font color, but not with sprites. My approach would be to create white and red versions of the sprite,load them as different frames of animation for the sprite, set animation speed to zero, and then pick the animation frames as desired.

  • Here is a modified demo, in which clicking the mouse changes the direction and image by 90 degrees.

    http://dl.dropbox.com/u/6109058/ChangeDirDemo2.capx

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  • Since your animations are just single frames, there may be easier ways to flip between the images. In fact, if the sprite has the bullet behavior, you can rotate the sprite image to the angle of movement. You don't do this with an event, but in the bullet behavior properties. Here is a demo capx. (Note, I created this with the latest release, v.92, that came out yesterday. So you need r92 to run it.)

    http://dl.dropbox.com/u/6109058/ChangeDirDemo.capx

  • You can always detect the sprite's angle of movement, so then it is just a matter of selecting the animation that goes with that angle. If you have four animations which you name left, right, up, down, and the sprite's angle is 180, then you set the animation "left" for the sprite. If the sprite's angle is 90, then you set the animation to "down" and so on.

  • There are probably several ways to do this kind of pattern or tracked movement. My solution is to use invisible way-points. Here is a capx demonstration:

    http://dl.dropbox.com/u/6109058/patternmovedemo.capx

  • In Construct2, "direction" is called "angle." An angle of 0 means the sprite is moving to the right, and 180 means it is moving to the left, etc. You can use a sprite's "is between angles" event to detect its current angle/ direction.

  • Here is a capx showing how to have a player object throw another object, have it bounce off a wall, and then catch it. It just uses an instance variable in the thrown object.

    http://dl.dropbox.com/u/6109058/HatarangDemo.capx

  • Is this tearing obvious or subtle? I checked out your page in both Chrome and FireFox on my generic Windows 7 laptop. Looked the same. No obvious tearing in either. The page was static, though. A logo appeared in the middle, and then nothing else happened. Is there supposed to be more happening? Is the tearing associated with animation?

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jimand

Member since 25 Mar, 2012

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