Effregy's Recent Forum Activity

  • Sweet- I'll try both out

    Thanks for the help <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Problem - Causing an enemy to become redder, as it becomes more damaged - a visual indicator to how much life it has left

    Like so....

    <img src="http://s28.postimg.org/xme4qrsjh/health_Color.png" border="0" />

    ---Solved thanks to

    -Little Stain

    -Insignia

    -Squidget

    Method

    Create 2 objects

    1 Enemy object ----------- valkyrie

    1 Enemy damaged object --- ValkyrieDamg

    Set the enemy damaged object into a container of the enemy object

    Valkyrie - on created ->>ValkyrieDamg - set position to Valkyrie

    Set Angle to Valkyrie.Angle degrees

    System Every Tick - >> Set Opacity -- Self.initialOpacity+((valkyrie.maxHealth-valkyrie.health)/valkyrie.maxHealth)*100

    This method allows you to transpose a damaged version in varying opacities over the original object.

    An alternative method is to use the tint effect to cause the color change.

  • If you need to facepalm yourself... you're probably tired lmao

    <img src="smileys/smiley41.gif" border="0" align="middle" />

    Thats like the only thing I didn't check...

    The ways its set up...

    system-every tick>>>>scroll to>>>xBound.X && playerBox.Y

    Allows player to control what height, and path they want to take.

    Thunder Force 4 did a lot of this.

  • I'd heard about *dt stuff somewhere and wanted to try it out lol.

    Yeah, just ignore the movement stuff. <img src="smileys/smiley34.gif" border="0" align="middle" />

    The scrolling works, but the Green square it's supposed to keep in center view, scrolls off screen.

    <img src="smileys/smiley13.gif" border="0" align="middle" />

    It also does not allow for cam changes in movement angle

  • I'm trying to make a Thunder Force style Shootemup as my first game.

    For 3hours or so now, I've been trying to get a scrolling view - that the player can freely move in, but not out of.

    So far, I have Thunder Force like camera with constraint to view.

    Every Tick >> Scroll To xBound.X && xBound.Y

    This lets you have really tall levels if you want.

    The Scroll To function is acting odd.

    I have "xBound" object with Bullet behavior, speed of 50.

    In game, the views is supposed to be constantly moving Right.

    It does, but the xBound object moves off screen right.

    It bothers me... <img src="smileys/smiley7.gif" border="0" align="middle">

    -----------------

    Capx

    ----------------

    ----------------

    Edit: Forgot Ctrls

    Arrow Keys - Mvmnt

    Num 1-3 Debug Weap Select

    "A" - boost

    "D" - fire

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  • Check this tutorial out... It's quite rediculous how easy he makes it seem

    scirra.com/tutorials/468/part3-basic-fighting-game-tutorial-video-series

  • thanks a bunch =D

    I'd been fiddling with it for ever lol

  • Actually haven't quite yet gotten to the array part of it lol

    I read the event section of the manual, instance variables, ect, and got this idea to try to create a menu, so my game begins to look a bit more professional

    anywho I've just started, and I've gotten stuck <img src="smileys/smiley19.gif" border="0" align="middle" />

    interesting quirk:

    if I set the menu to start out visible, it'll set it to invisible properly... but won't set it to visible afterwards

    <img src="http://s15.postimage.org/j1116oly3/problem_cs2_menu.png" border="0" />

    logically it should work...right?

    edit: it doesn't set the menu to visible and it won't even register that it's supposed to be ignoring user input for the platform behavior

  • silly me lol

    --thanks

  • Edit: Solved by Arima

    Description

    I was using a single check trigger

    "left mouse clicked"

    when it required a constant check trigger

    "left mouse held"

  • Hello, my name is Justin, or Effregy I. K.

    I'm an artist that has been drawing since I was in the first grade, spriting on an off for the past few years, and a cynic by trade.

    I was working with gamemaker, before I decided to up and quit it, because the simple shmup I was working on at the time, although beautiful cuz hey thats what I do, was using 86k megs or w/e of memory and avging .5 on the cpu of task manager. Witch is total crap when you consider that all the resources took up a measily 15megs - no sound - no sfx - 320 x 240 content that chew up cpu like a madman.

    Came to Construct 2 because my hero that I'd been following ever since the release of Noitu Love 2 and Legend of Princess started using it.

    The following is my deviantart

    coldonek.deviantart.com

  • and you know, more code then just what the excellent platformer tutorial by Ashley gave you...

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Effregy

Member since 14 Jun, 2012

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