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  • Works fine for me. Your computer/keyboard/browser might not be able to handle too many keypresses at once.

  • From the manual:

    zeropad(number, digits)

    Pad number out to a certain number of digits by adding zeroes in front of the number, then returning the result as a string. For example, zeropad(45, 5) returns the string "00045".

  • If you have a license, put all the objects in a family, then you only need an event for each family instead of each object.

    If you don't have a license, you'll have to do them individually.

  • Robsta Do N=Object.PickedCount - 1

  • It might be a hassle to do that with already unorganized events. But starting something new, it's not much more effort to do it.

  • I usually have a "main" event sheet with no events. Then for each category of events (player controls, enemy AI, coins, etc.) I have a seperate event sheet which I include in the main one.

    Inside each event sheet I then have groups for each part of that category. So if I'm making a platform game, I'd have my main event sheet which includes the Controls event sheet. Then inside the Controls one, I have a group called general for simulating movement. I also have another group called Wall Jump for that.

    I find this to be the best way for me to organize my event sheets, and keeping it easy to find stuff.

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  • The Ajax.Lastdata expression will be a string of the json file you retrieved. So if you do the Load From JSON action (Not sure on the actual name, but it's something along those lines) and put Ajax.LastData as the expression, it should be set to the correct data.

  • Use a tiled background and set the width. Instead of scaling it, it will just cut off the parts that dont fit.

  • Try the Timer behavior.

  • It would work for any polygon. The array would just be storing the X and Y position of each point in the polygon of each tile. It's just that you can't get the coordinates of the image points with events, so you have to look at the numbers with the editor and put them in yourself.

  • I'd say just create imagepoints at each of the collision poly points. But since you want to do it with a tilemap, that won't work.

    Instead, try an array. Along the X Axis is each tile in the tileset. Along the Y Axis is each point in the polygon. Then the Z Axis is the X and Y position of said point.

    It might take a bit of typing but that's how I would go about it.

  • <img src="smileys/smiley20.gif" border="0" align="middle" />

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EncryptedCow

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