justifun's Recent Forum Activity

  • You create a variable that stores the position of the mouse pointer, then next tick, or later in your event sheet you compare those values to the current mouse position.

    If x is bigger, than you moved right, if Y is bigger you moved down. etc

  • You need to read up on the system expression CanvasToLayer

    here's a tutorial and capx that explains it a bit more

    https://www.scirra.com/tutorials/1167/l ... er-example

    The positional data of the objects will be different on each layer because of the parallax.

  • You probably don't want to test what type of tile your player is touching that way.

    An easier way to check if your player is touching a tile that has grass in your example is to use the Is Overlapping at Offset trigger

    Offset X =0

    Offset Y = - 20 (or however far down from the origin of the player you need to check)

    First check if its overlapping a ground tile, then test if that tile is a "grass" tile (by comparing the animation frame number, or grass tile sprite depending on how you set it up)

  • Check out the "Magicam" plugin, its amazing what you can do with the camera with that.

  • jayderyu

    [quote:1esh973a]However I suggest investing in the time to make a test Crosswalk build that will pull resources from a C2 Preview. that way you can test far more often and easier. Similar to how CJS tests.

    Can you please elaborate more what you mean and on how to set that up?

    thanks!

  • While looking around for affordable voice talent i stumbled across this site that has people you can hire for as little as $5 per 50-150 words.

    https://www.fiverr.com/hp/voiceover

    Looks like a great cheap way of getting some voices into our games.

  • Might be a great way to create some 3D looking assets for your games

    http://blackflux.com/node/11

    a 3D voxel editor for windows/mac/linux

  • You would probably want to create 1 arrow sprite. Set each frame of it do a different graphic. Then give it some basic stats like damage, speed, etc.

    Then create a function called "CreateArrow"

    Whenever you want to spawn an arrow you would call that function, and all of the parameters would be based on the parameters you specify when you call it.

    In the function would you setup a bunch of IF statements to determine which kind of arrow will be generated.

    On call function "CreateArrow" , " poison", "300", " 10 "

    If function.param(0) = "poison" -> set damage to 100

    if fucntion.param(0) = "fire" -> set damage to 200

    blah blah blah...

    create object "arrow"

    set arrow.type = function.param(0)

    set arrow.damage = function.param(1)

    etc etc

    Another option is to look into the "nickname" plugin by rexrainbow

    you can create objects ahead of time with different stats/looks, and give them a nickname that you can call at any point similar to the way you described

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  • Make sure your animation is set to loop in the properties bar on the left.

    Select the name of the animation in the image editor window.

  • VMware fusion works as well.

  • Unfortunately objects can only truly collide with each other if they are both solid, however you can fake two non solid objects so that it appears that they are colliding by using the on object overlapping condition. So in your case. Make everything except the enemies have a solid behavior and make an event that says...

    Note: movement behaviors like the platform behavior already get a solid attribute so no need to add a second one.

    Enemy on collision with enemy -> change directions.

  • One work around for more complex uses of tilemaps to create more detailed collision maps like you want to do is to place an additional invisible sprite overtop of the areas you need it in. So for example you can make a loop that goes through and wherever there is a type of tile that you need it. It will automatically place it on top for you.

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justifun

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