GeometriX's Recent Forum Activity

  • No CSS is necessary. Do you want to change it in the layout, or with events?

    In the layout view, just click and drag on the rotation handle, just like any other object.

    <img src="http://dl.dropbox.com/u/14522925/clickdrag.jpg" border="0" />

    As an event, simply change Object.Angle through rotation (relative to current angle) or by setting a specific angle (absolute).

  • You could set up custom controls, instead of relying on the built-in platformer controls. You'll still use the behavior, though. Disable default controls under the object's properties.

    Your events will go something like this:

    1) On key press up -> start jumping animation

    2) On jumping animation frame = 3 (or whatever) -> simulate platform control jump

  • Hi folks. Apologies if this has been asked before.

    My question is simple enough: should I update to every new version that's released? As beta releases, how stable are they, really? How much of the core application is changed in these new releases?

    Since I bought Construct 2 about a month ago I've been getting quite into the development of my first game, and as new features are released I'm tempted to play around with them, but what are the risks? Specifically, could I stand to permanently corrupt my project by working on it in a beta version of C2?

    I'm not looking for the safe answer here, I know that answer is "only install stable releases if you're worried." I'm looking for people's experiences with Construct 2 as development has progressed over time, if you've ever lost a project to a beta release, or have had any other sort of catastrophic (or even minor) setback, temporary or otherwise.

  • Right click in the layout's event sheet -> include event sheet. You can chain together multiple event sheets in this way. Eg: Level -> game mechanics -> global variables, or score screen -> global variables

    Easily my favourite feature in Construct 2.

  • Are you referring to the objects I have parked off to the side of the layout? That's a thing with Construct, you need to have at least one instance of all objects at least somewhere in your project before you're allowed to spawn new instances of them.

    It's sufficient to place those dummy instances off to the side of the layout (where the player won't see them), or you can create an entirely new layout (I like to call mine "Parking lot") for them. You'll find that as your project grows, you'll probably have quite a few of these objects set off to the side.

    EDIT: Oh, wait, unless you're referring to the actions in event 3, in which case I'm re-creating objects that were previously destroyed, just so that I've always got 10 instances of the object.

  • Not sure which licence you have, but families can generate different objects very easily. Otherwise you'll have to replicate the functionality by randomly choosing an object inside the loop.

    For the collision stuff, it goes something like this: object is overlapping object, pick instance 1 -> object.destroy, optionally recreate the object when you're done. This will flicker the objects slightly so you might want to hide the process from the player.

    capx

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  • R0J0hound, you're a legend. Thanks mate, that worked perfectly. Also managed to solve my crude workaround that required linear damping on the regular thrusters, so cheers!

  • Ah, damn, I forgot about that plugin, too :/

    Sorry procrastinator, I've removed that as well. The broken while event as well. Must've been left over from some testing I was doing.

  • Thanks for pointing that out, I forgot that I had any third-party plugins installed, and I didn't realise that a capx requires those plugins even if they're not used.

    I've re-uploaded the file to its original location. If anyone has any advice for me, I'd really appreciate it!

    Whiteclaws, thanks, but that has no effect on this problem. Forward isn't activating at all between the speeds of 120-240 because of the conditions I've set up, but that's the only effective way I know to limit the regular forward speed, which I need to do one way or another (hoping the "another" part is what someone can help me with).

  • Still struggling with this problem. Is there anyone who can help me?

  • Hi everyone. I hope those of you with a greater understanding of math than I have can help me with this issue.

    I have a top-down space shooter type game. I'm using custom physics-based movement to propel the ship. What I'm struggling with is the following:

    I have two max speeds set for my ship, VarTotalMaxSpeed and VarAfterburnerMaxSpeed, set to 120 and 240 respectively. I've got all the motion working quite well except for one little snag: While I want to limit the afterburner usage with limited fuel (not implemented in my example file), I want my player to always have the ability to manoeuvre with the basic thrusters, but due to the way I've set up my events, when the player is going between the speeds 120 and 240, they can only use their afterburners.

    Essentially what I want is a way for the player to use the regular thrusters at that speed, but only to slow down the ship, by flipping it in the opposite direction of travel and pressing the up button. Activating the regular thrusters would have no effect if the player continued in the same direction.

    capx

    What I'd like to accomplish:

    <img src="https://dl.dropbox.com/u/14522925/ExampleImage.jpg" border="0">

    Thanks in advance!

  • Hi Ashley, just found this topic because I need the same functionality for something I'm working on. In my particular case, I have a single object that is given multiple animations, and those animations are only set on runtime, but I'd like to pin other objects to them quite precisely.

    I'm sure I could find a workaround for now but it would be very handy if this feature could be implemented.

    Any idea if this could be included in a near release?

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GeometriX

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