Sargas's Recent Forum Activity

  • I've been working on a project since may this year, and I'd love to get more people involved in it. I work making my game in construct2 on my own office 2-3 days a week in Santiago, Chile if anyone is interested on tagging along =)

    traducci�n:

    He estadado trabajando en un proyecto desde mayo de este a�o, y me encantar�a involucrar m�s gente en �l. Trabajo haciendo mi juego con Construct2 en mi propia oficina 2-3 d�as a la semana en Santiago, Chile si alguien est� interesado en involucrarse :)

  • thanks ashley, it works perfectly =)!

  • hello!

    I want to make my player move his arm around in 360� following the movement on the gamepad stick.

    Is there a way to use the X and Y values of the axis and turn them actively into degrees from 0 to 360?

  • I think you need to set it to Letterbox scale on the configuration settins, that way it will remain its own aspect ratio and remain centered on the browser though it will scale nicely =)

    (letterbox scale integer does the same but won't let it scale BIGGER than the layout size)

  • I agree with you =) I did played around a lot with sc1 editor years ago, and i liked it so much, that in the project i'm working in construct 2 i implemented a very similar system of zones and triggers of my own, and I tell you, this doesn't need to be added as a feature since you can already use it pretty much the exact same way, you add a triggers/zones layer, then you add the triggers and zones, and then you play around in the events with overlapping and collision and conditions to differentiate. It really isn't that much extra work but rather a work system =)

  • ramones once again you prove to be the man =)

    That's exactly what I was looking for :D

  • I think I getit. So once the value is set, the loopindex will sort them in order and then I can just pick one (first or last one in my case).

    I'll give it a try and see if this is what i'm thinking about.

    Thanks Keepee ^^

  • Say I have 4 instances of the same object constantly setting a random value, but I want to know which one got the highest and do something with that one.

    Like every x seconds, pick instance with highest value and set scale to 2 or something.

    How would one go about doing this?

    Edit: I though that maybe i can do something like "when instance 1 value is greater than value of 2,3,4,5,6,7 set scale to 2" and then do the same with every other instance. but seems kind of impractical... maybe arrays?

    Although I'm looking for a way to do a modular event that would pick the highest value of a varying number of instances.

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  • The shooting only in the direction you're facing is something I've given a lot of thought to. I think I've tested all variants of that. In the end i decided to go Contra style. And the way animations for the player will be handled I kinda need to work that way.

    However, I'm always open to suggestions :D!

  • well. lol. every machine i tested runs steady at 60fps. everything is frame-rate independent too. I'm sorry but I can't consider old laptops D:

  • You can play HERE!

    I need testing with the difficulty settings; is it too hard, too easy? makes no sense? (I think hard is WAY too hard)

    (I added a ton of spare lives to test and test forever)

    And I wanted to add control options, so I made 3 options, but the two using keyboard only are terrible since I have no idea which keys to use =( The first one, WASD + mouse is really nice to use though.

    I would also love some feedback on the layout disposition: does it work like that? too boring?

    Anyways, please help me test this thing ^^!!

    btw, 99% of the project is without the real graphics is going to have, it also have no sounds yet!

    However, I hope you enjoy it :D!

  • I'm so happy! in fact removing all the "on created" actually fixed my project!!! :D!!!!

    and lol, in ramones capx you disable either the "bullet; spawn explosion" or the "explosion; on created event", and the sprites don't disappear anymore. it seems you need both lines to trigger the problem... or when the "bullet" only hits one "wall"... interesting.

    My game was full of stuff like that. However, with ramones capx in mind, I tried with several combination of disabling lines, and as it turns out, it was enough disabling only 3 (line 10, 11 and 12) to make my game work fine =).

    My games is heavily bullet based, and there were several kind of bullets and on collision each spawned one of the 3 kind of explosions. When things were killed too; they exploded with one of the 3 explosions. Lines 10, 11 and 12 were called to action throughout all the game.

    Thanks guys, thank you so much =)

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Sargas

Member since 13 Jun, 2012

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