bergmark's Recent Forum Activity

  • Here's something I did recently.

    <img src="http://s11.postimage.org/ipufah8ur/Untitled_1.png" border="0" />

    Someone better than me at C2 can probably provide a better way of doing this, but here's an explanation of what I did. As you can see, I created a trigger (a colorless, invisible sprite) that at once deactivated the cam and did two other things, one of them activating the boss. The boss was placed on the outside of the layout, and the instructions in the "Boss Setup" reflect this: I set its speed, had it move left (I used platform behavior for it, you might not), had it wait X time then resumed its movement ("movement" in my case is different, since I cannot give it preset pathfinding based on simulated control alone, so I deactivated simulated control and set it to move along an horizontal Sine wave - he's at sea so the wave behavior is a plus).

  • To be honest, I'm not sure how I can disable the ScrollTo behavior once it's made active (only reference to the behavior on the event sheet is the Shake action), though I know how to deactivate scrolling if ScrollTo is placed on an invisible "camera" pinned to the player (though in this case I merely destroy the cam).

    That's what I did on my current project, actually. Once the player's X coordinate is equal or bigger than <value>, I destroyed the camera and placed a solid object at the edge of the screen so the player cannot scroll out of the boundary. The only unforeseen problem was that I also have another condition, wherein the player moves -100 pixels if hit by an enemy, and now the player can go through that barrier if hit by the single enemy roaming the smaller area.

  • Thanks zenox, I did that the following day ^__^ The *.capx is a bit outdated now, I've already fixed the HUD, added mirrored movement and shooting, more sounds and came up with a way to lock scrolling (a heavy handed way, alas, but it works).

    While it's just a small test of what I can and can't do with C2, I hope to complete it soon.

  • Hi Ashley, thanks for the feedback. The rotation method was a gamble - I wanted to achieve a bobbing effect, and wondered if collision boxes of different shapes would react that way if their shapes were irregular. Guess it worked! Glad you liked it :)

    It may be hard to explain, though the "up and down" effect in 108 was smoother whereas in 111, the boat jittered more when its lower surface was touched by the rotating pixels. But following your suggestion, I turned on Point Sampling and there's no more jitter now :)

    Thanks a lot ;)

  • Hi, I read this scirra.com/forum/solved-manage-scroll-behavior-metal-slug-like_topic45395.html and found Kyatric's ingenious method for stopping the scrolling, similar to how games like Metal Slug do it. Currently I'm using the ScrollTo method at every tick (event, not the behavior applied to player) on a test project, but the example got me wondering - how many ways are there of stopping the scrolling and locking it to a specific area on a layout? I'm asking because I'm really curious and I'd like to keep the code as clean as possible.

  • Hi, I found something strange with platform collision in r111. I was making a small level in C2, testing out rotations. A quick explanation of the system: I have several rotating sprites. They operate in pairs - one rotates clockwise, the other counter, and there are several in a row - and their collision polygons are hexagonal. What this means is that any object on top of them (in my case a ship) will seem like it is swaying or bobbing over the sea.

    With version 108, the effect was smooth but with 111, the collisions seem to make the ship jitter a lot more, as if the polygons are pushing the ship a bit more forcefully. As per Ashley's request, here is the *.capx:

    mediafire.com

    Any ideas? I don't know why it moves smoother with 108. Also apologies since the level is kind of messy and incomplete otherwise.

    EDIT: Sorry, forgot to mention that you can move around with arrow keys or WASD.

  • What I'm getting from the *.capx is that each frame is of a different size. By this I mean that the wizard sprite has, for instance, a number of pixels that make up the eyes in one frame and a totally different amount the next, along with different positions, suggesting it's misaligned.

    Did you use some software to automate the sprite's frames?

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  • So. This is what I did:

    Player : Y > Scroller.Y + 280
           Player: Set Y to Scroller.Y + 280
    
    Player : Y < Blocker.Y
           Player : Set Y to Blocker.Y

    Aaaand... It works. This is interesting, because I've always been terrible at game editors, but I got this to work. Blocker, by the way, is simply an invisible sprite with the same shape and size of Scroller, along with its Bullet behavior and speed, placed a bit above Scroller.

    So I can sleep a bit easier tonight! My thanks to both of you once again :)

    Edit: I changed 300 to 280 because after changing the Y < Scroller.Y, the ship began going further down. 270 might be more adequate, though.

  • My thanks, Ashley. I did check out the Scroller, making it visible and changing values as well. I got a somewhat better idea of what to do with it now :)

    On the other hand, I'm almost ashamed to say how bad this is going on otherwise, though I'm the only one to blame really. I have followed your suggestion, and also went probing everywhere I could think of. Maybe I'm not giving the proper instructions, or maybe it's due to me using the free edition, can't tell.

    I'll poke this a bit harder for now then call it a day.

  • Thanks, I'll give it a quick try :) Also, my bad, I meant to say "make a ship be able to reach the top of the layout screen (but not go further than that)", instead of "now", meaning it should fly freely around the screen but never cross/go outside the layout.

  • Hi, as per the topic, I'm having problems understanding this command (and if I'm hitting a wall with this kind of simple command, I'm doomed). I'm messing around Scirra's Space Blaster template, and noticed the ship is "locked", unable to move beyond an area. In the code, this reads as:

    >Prevent the player flying ahead too far or going off the bottom of the screen.
    
    Player : Y > Scroller.Y + 300
            Player : Set Y to Scroller.Y + 300
    
    Player : Y < Scroller.Y
            Player : Set Y to Scroller.Y

    My understanding is that the 300 value is basically the area that "locks" the ship, preventing it from going further (any value above increases the area vertically, trapping the ship if moving down; any value below it narrows the area). While I'd like to know how I can make a ship be able to reach the top of the layout screen (but now go further than that), I'd also very much like to understand the the uses of Scroller.Y.

    I've also searched the forums and haven't found a concrete answer, though maybe it has to do with my search terms <img src="smileys/smiley26.gif" border="0" align="middle" />

  • Hi, I've been tinkering with Construct 2's free edition recently. I've noticed that the program lets me specify screen resolutions, but I'm missing the point of some things.

    I started messing with the possibility of making a vertical shmup. The plan, should I eventually finish the project, is to purchase a license that lets me export the game as a PC executable. In a slight oversight, I began working on the sprites first but then it ocurred to me that I'd like to do something similar to Jamestown insofar as screen resolutions, letting players choose between several of them, but also to provide screen modes that stretch pixels or maintain their ratio.

    So long story short, is it possible to simulate something like this in a browser for testing purposes without having to constantly change my monitor's own resolution? Also, is there some optimal window size for a pixel-based vertical shmup? Thanks in advance!

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bergmark

Member since 16 Nov, 2012

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