retrodude's Recent Forum Activity

  • I would have reposted your capx but its a small fix so theres no point, also you could learn something from doing these little steps if you get a problem like this later.

    Also If your still confused about my steps then tell me and I'll see if I can help

  • You have to set unbounded scrolling to yes. You also have to give your player the behaviour scroll to.

    If your not sure how to do this, well here's the steps:

    -on the right of your construct 2 screen you'll see a toolbar that says projects. click on it

    -click on layout 2 on that toolbar

    -on the left of your screen you'll see a Layout properties menu

    -on that Layout properties menu you'll see something that says unbounded scrolling. set that to yes

    -Final step click on your sprite and add the behaviour "scroll-to"

    and it should work

    hello i am new in construct 2 :D

    i just follow all code from the template code from construct 2 about infinite jumping platfrom

    i cant understand what the meaning of this

    global number miniscroll=999

    global number nextplatform=0

    and my screen size is different with the example :/

    how to fix that? :(

    heres my capx

    https://dl.dropbox.com/s/01082319sneq4go/sky%20reacher.capx?dl=1

    sry for bad english :(

    thx you >.<

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  • Man thanks for posting this, its actually pretty helpful <img src="smileys/smiley17.gif" border="0" align="middle" /> I can't believe I didn't look for a angle cheat sheet like this sooner..

    While playing around with my AI's shooting ability I found that I was constantly doing calculations in my head to adjust the angle. Adding or subtracting a few degrees at a time.

    Later I found a cheat sheet-

    <img src="http://kifaru.net/images/Fig16_Det988.jpg" border="0" />

    I downloaded it to my desktop and rotated to so it matched the C2's angle system.

    Now I can just glance at the chart and instantly choose the angle I need.

    Maybe a small cheat sheet Icon on all of the dialogs that have angles would be really helpful for people.

    labeling the chart at increments of 22.5 would probably be enough for most people. I bet it could fit on a 32x32 icon.

    I have all of the angles memorized at increments of 22.5 because I was a carpenter 20 years ago. The way 0 starts where most people put 90 really messes with my Dyslexia.

    I end up spending a lot of time rotating the compass in my head, then choosing the angle I need. In school, and everytime I have use angles in the past 0 points north, up, or at the top of the document.

    TLDR; It would make choosing angles a lots faster, if we has a simple compass key showing where 0 and some of the most commonly used angles are pointed, anywhere we are asked to enter an angle.

    Thanks :)

  • I DID actually come up across this a couple of hours ago and I was very happy that someone posted this :)

    I may take a crack it at as well when I have time since I plan to use mode 7 in one of my future games

    Yeah, in my mind it seems a simple enough task, but I know when I start that new capx ready to get at it, I'll probably crumble ;)

    This may interest you

  • Its all good man, but try to keep us posted if your able to get it working :P

    I'm not working on a mode 7 game right now but I would like to know the logic of how someone goes about making one. Even games like outrun would be an awesome find for me :P

    hahah soz!

    Well, something like Outrun / Space Harrier would be possible in C2. I might have a bash over the weekend since I've practically got a fake 3D floor going, but it's a hack job. I have a better idea how to go about something like a Space Harrier floor now that I've done that.

  • We've all been there <img src="smileys/smiley36.gif" border="0" align="middle" />

    Also when I saw this being posted on the How do I, I thought you were gonna troll this page and ask for advice on how to get on LSD

    nm I replied to the post and it's now showing BadCerebral created the topic. Man, now I almost know what it feels like to be on LSD ;p

  • You sparked my interest for 5 seconds about the screenshot method until I read this comment LOL

    Yeah I was being sarcastic with the screenshots, meaning if done with the canvas object, it'd be so slow it'd be like a slideshow ;p

    Well, the way I seen it done in Construct Classic was to take a sprite object and warp its vertices so it conforms to the perspective, so it looks like mode 7 ground. Pretty neat actually.

  • To be honest I'm not to fond of downloading construct classic since I'm more use to C2 and I find it fun to use <img src="smileys/smiley5.gif" border="0" align="middle" />

    I have never actually used construct classic but I have seen screenshots in some topics relating to CC where people have created mode 7 so I assumed it was possible in C2.

    And I agree with you its a real pity :(

    You can do it with Construct Classic and there's actually a few nice demos with source in those forums. Pity we don't have displacement for sprites in C2 :/

  • Aww that's a darn shame <img src="smileys/smiley19.gif" border="0" align="middle" />

    I wonder if its something that we can request for C2.

    Also I'm not too sure I would want to use a bunch of screenshots but it does seem like a good idea. The purpose of mode 7 was to mathematically imitate 3D (more like 2.5D) whereas using a bunch of screenshots is like imitating 2.5D :(

    I would also like that rotation effect you see in some classic snes games using mode 7.

    I was wondering if you could show a video or post the game (it doesn't have to be a capx file) of what you mean by screenshots or how to manipulate screenshots to make a kinda fake mode 7

    Mode 7 wouldn't be possible because unlike construct classic we have no way to play with the sprite objects vertices. Could be done with Canvas object but it'd be so slow it wouldn't even be worth it. Screenshots of old mode 7 games would seem faster ;p

    Outrun method is definitely possible with the use of many sprites to represent each "rasterline" of the road but you'd have no rotation of the world like in mode 7 games. I've actually done something to this effect to mimic the Space Harrier floor which I could release but it's part of a bigger thing.. if there's enough interest, I could pull it out of my current project as a standalone piece.

    I wonder if the sprite plugin could be modified to give us access to the vertices.. I'll have a look at that over the weekend as it's something I could've done with recently.

  • I was either looking for a way to create something similar to the classic mario kart mode 7 for super nintendo or pilot wing mode 7 for super nintendo as well. But so far I haven't had any luck.

    Retrodude, let me ask you something: are you referring to the warping of images in perspective (as if you took a flat image and tilted it) or the scaling of objects in space to give a look of distance (think of the trees in outrun)?

    There are two totally different concepts. they're often used together, but are not the same thing.

  • Have you tried using solid invisible blocks to create a invisible barrier around each track? You can then set up custom movement or 8 directional, or even bullet. Car movement might be what you want for a train game though

    I did some experiments with the 8-directions behavior and works too (I wonder why use the bullet instead of 8-directions). The problem is that the player is not stuck to the rail and does not change direction smoothly in perpendicular movements. If I move the playe horizontally and pressed the UP / DOWN in the middle of the line, the sprite loses the path reference and doesn't move anymore.

    Sample: dl.dropbox.com/u/72651057/rail_test.capx

    Please some more ideas and suggestions.

    Thanks

  • That's the idea but no luck so far, unless I can find a way to simulate z-axis then I might get somewhere

    I would be interested in learning if this is possible, too.

    retrodude : Are you trying to mimic the SNES console feature?

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retrodude

Member since 11 Oct, 2012

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