CookingwithMike's Recent Forum Activity

  • Well, the reticle being bound to mouse XY is going to keep it locked there; trying to make it move with the player would basically mean trying to move the mouse cursor with the player, which I don't think is possible with a browser-based game system.

    One simple way of pulling it off would be to keep the character centered at all times (scroll to) and make sure that the layout itself is always allowed to scroll (basically, you need to prevent the player from reaching the edge of the layout).

    You end up with this: http://superstickman.com/movingreticle/

  • Yep, ^ that. I love an elegant response.

  • For really raw, from-scratch 8-bit sounds, I use this guy: http://www.superflashbros.net/as3sfxr/

  • Aight, here's something simple that should do it?

    1. Give Enemy3 an instance variable; let's name it "Firing" and make it Boolean (true/false) for simplicity.

    2. In your first event (System > Time = 40 seconds), add the action "Set Enemy3.Firing to True".

    3. In that same event, add the actions "Wait X seconds" (X is however long you want it to last) and then "Set Enemy3.Firing to False".

    4. In your second event, (System > Every tick), change the trigger from "System > Every tick" to "Enemy3.Firing is true".

    This oughta do it. You could also make Firing be True by default and skip step 2, but this allows you to use the enemy in other places without having it explode all over the place.

  • Does Metal Slug count? Because Metal Slug 4evr.

  • "Pick" won't work because that picks existing objects. You might just want to have your trigger event fire and then do something like

    If Parameter=0, spawn ParticleObject0

    If Parameter=1, spawn ParticleObject1

    etc...

    Brute force, but it works, and easy to do since you only have six in the family.

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  • Fixed!

    You were creating the explosion on the background layer and the parallax was messing it up.

  • I know, just being lazy. Anything I said apply? Might check the actual example later when I have more time.

  • Well, without looking at the example, I'd guess you could just make a custom command that sets the Y vector of the player to whatever their normal jump strength is (and also removes them from the ladder). For instance, you could copy the "get off ladder" event, change the trigger to your jump key, and set the vector in that event. If ladders are too "sticky" for that to reliably work, you could even temporarily disable ladder behavior for half a second or so; whatever timing works best for you.

  • Hey, this is cool, thanks! I have pretty minimal art skills but I can cartoon alright; this step-by-step is really useful for me because of the gradient/lighting/shading final pass work you've displayed. You make it look really easy but the final product is really sharp!

  • What a clever workaround! Trying it... and... nuts, no dice.

    HOWEVER!

    I installed the free version of Construct, and noticed that the plugins folder had all kinds of subfolders in it, whereas the Steam version's folder (Steam\steamapps\common\Construct2\exporters\html5\plugins) was completely empty. So I decided to dig around, and found that Steam installs two separate versions of C2, a 32-bit and a 64-bit version (no biggie, C2 is tiny). I went into my 64-bit folder and found the usual C2 folder structure, complete with a loaded plugins folder. I placed the scml folder in there (which is located at

    D:\Program Files (x86)\Steam\steamapps\common\Construct2\Construct2-Win64\exporters\html5\plugins

    by the way), and VOILA! Working Spriter. Thanks for the idea guidance! And, of course, the great program.

    Updating thread for searchability, since I'm guessing that other plugins will have this problem, and the manual doesn't seem to address this. Tagging Ashley re: an update to the manual entry on plugins would be very handy. Sorry if that's not cool!

  • Checking... correct!

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CookingwithMike

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