HenryPK's Recent Forum Activity

  • If I get a square sprite, and shrink it on the Y axis it will become a rectangle. But if I rotate that sprite the rectangle rotates. What I want to do, is have the sprite resized on the screen Y axis not on it's local Y axis.

    Hope it's understandable.

    I'm trying to do perspective with it.

  • So now, I just implemented Z Rotating and Y Scale. That means you can actually rotate the camera while running the game. Maybe that will be useful.

    And since the renderer is separated from the physics and geometry, you can create mods or different ways of rendering, and even switch between them on the fly.

    My next task will be collision.

  • Yes, that's what you heard. I's going to be fully commented and easy to use and expand. It comes with three dimensional movement, events such as "onJump", and a demonstration that you can play and learn how to use this system.

    It's going to be called "JUMP ENGINE". If I suceed to finish it, I'll release it on the Store. But if I get enough support from the community I may release it for free, who knows?

    Acceleration/Deceleration on px and py axis are working fine. And the jumping system is working as well, with a very HIGH customization, letting you even set the number of possible jumps to any number you want! (Like, more than 2).

    My twitter is https://twitter.com/ukhenrik by the way.

    DEMO: https://bitwinofficial.itch.io/3d-like-template-for-construct2

  • Btw guys calm down, don't be mean to each other sksk >u<

    I found it a little confusing when I installed my first plugin too.

    Glad that there are the .c2addon files. They're the best.

  • Here:

    https://www.construct.net/en/forum/extending-construct-2/effects-31/nearly-daily-effects-by-somebo-91628

    See the "Drop shadow" plugin.

    Oh, hey, thanks for sharing this post!

    Not only I found what I wanted, packed in a nice ellegant effect,

    but some other nice effects!

  • The title explains it all.

    I thought on using css shadow on an entire layer, but doing that doesn't seem possible.

    I want to do something like ShamanShh did on that image:

    GIF:

    i.imgur.com/PdtN9X7.gif

    Just copying and pasting sprites won't be enough, since particles should cast shadows too. Is there any way of doing it?

  • I fixed it! It always happens... I somehow did it.. just when I posted the question.

    So yeah what I did, was to place a static variable carrying the loopindex, and another called "trigger". So the loop content was tested every tick, but if would only trigger when this variable is set to 1.. Again there is a screenshot below.

    There were bugs at the CurrentText part (that would set letter by letter) but it's aaall fixed right now... (Later, I think I'll do an tutorial on how to do this.)

  • So yeah, here is a screenshot:

  • Hello everybody.

    So I have a dialogue system like this:

    The event on the map calls a function called SetDialog. Dialog is parsed as a single text with many "@"s where it is going to be split because the box have text limit.

    Like this:

    Text: "Hello, I like your cupcake.mha@Can I have it?mha@Oh... C'mon..."

    Will be shown as:

    (Starts Dialogue)

    "Hello, I like your cupcake." (Letter per letter)

    (Stops until user presses B)

    (Clear)

    "Can I have it?" (Letter per letter)

    (Waits B Press)

    (Clear)

    "Oh... C'mon..." (Lpl)

    (Waits B Press)

    (Clear)

    (Ends Dialogue)

    I use a repeat loop, will a tokenat() to go trough all the speeches.

    "repeat tokencount(NextText,"@")"

    Inside of it, to detect when a key is pressed, I used a Wait for Signal, and on "when key b pressed, and all the current text is on the dialog box"; a corresponding Signal action.

    However, the loop doesn't seem to care about my Wait for Signal.. How do I pause a loop?

    That is my code, if you want to take a look.

    Global Text NextText

    Global Text CurrentText

    Global Number TextSpeed

    CONDITIONS:

    (Inverted) CurrentText = ""

    Repeat len(CurrentText) times

    Every TextSpeed seconds

    (Inverted) Textbox.Text = CurrentText

    ACTIONS: Textbox Append Text mid(CurrentText,loopindex,1) CONDITIONS: On Function "SetDialog" ACTIONS: Set NextText to function.param(0) Set CurrentText to "" Clear Textbox Stop Character from moving SUB-EVENTS: ---CONDITIONS_1: ---Repeat tokencount(NextText,"@") ---ACTIONS_1: ---Set CurrentText to tokenat(NextText,loopingIndex,"@") ---Wait for signal "B_Pressed" ---CONDITIONS_2: ---*empty* ---ACTIONS_2: ---Make character be able to move again CONDITIONS: On Keybord B Pressed Textbox.Text = CurrentText ACTIONS: Signal "B_Pressed"
  • Alright, I have played Retry once.

    Use the Bullet behaviour for that.

    Now, create an "Is touching" event.

    If it is touching, so you're plane should constantly rotate n degrees counter-clockiwse (you decide how much)

    Now, below it create an else event.

    It it is not touching, the plane will rotate the same n degrees clockwise.

    Hope it helped!

  • Use the set size like this.

    Width -> Self.Width + AdditionalWidth

    Height -> Self.Height + Additional Height

    You set the size, to: "the current", plus "the added".

    Or you can use the Set Scale action, which changes the overall scale of your sprite based on a multiplicative factor. 1 -> default size, 2 -> twice as big, et cetera.

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  • You can place invisible sprite objects at the zones you want to focus on... then create another sprite called 'camera' and give it a ScrollTo Behaviour.

    Then you test when the player is inside one of those zones and set the camera object to the middle of that zone. It's even greater, because you can do good transitions with lerp and all that stuff.

    For camera shaking, you can use the "Shake" action from the ScrollTo behaviour on the camera sprite.

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HenryPK

Member since 5 Aug, 2016

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