BluePhaze's Recent Forum Activity

  • The black bar status thing would be on a separate layer with parallax set to 0 so it doesn't scroll. If you need it to slide down onto the screen, just position above the viewport and have it slide down into view when they hit a certain button. But if you want it always on the screen, just put it on a separate layer with parallax 0.

  • You may want to make it so that when you are in the car, you control the car, instead of controlling the player. Disable the players controls, pin it to the car, and then control the car instead. The issue is most likely that the player is turning, etc.. and the car is trying to calculate how to stay pinned to it as it rotates, etc... just a thought, hope it helps.

  • Do the tutorials and read the forums. You need to get the basics before you ask very generalized questions. There is no language, you don't have to write any code. You just use events and actions. Go through the beginner tutorials will give you enough to start asking more specific questions.

  • You may want to test in different browsers as some effects may not work in all browsers... haven't tested them myself, just a theory...

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  • Not sure why you don't just use the scroll to behavior to have the camera always follow the player. You could have that entire map as a layout, then just have spawners on each areas of it that spawn the bad bad guys when the player gets close. That way you don't have to worry about transitions between screens. You can then make separate layouts for the dungeons and when the player steps on the door to them switch to the dungeon.

  • Keypress itself is an event so you don't have to do the every tick check. That just adds extra overhead. You should use every tick as little as possible.

  • There are many ways if you go through the tutorials. A simple one is the wait action.

  • As R117 is a beta release, you may want to try the last stable build which was R114

  • I think Spriter is about the only thing I have seen lately that provides any kind of IK ability for C2, and that has to be applied to the animation in advance, nothing real time in C2 that I have seen...

  • Looking good so far. Is it going to stay as a mobile turret? Wondering if you are aiming more at turret defense or it is meant to be some type of tank/vehicle?

    Keep up the good work.

  • As Bear mentioned, you can swap sprites or animations. Easiest may be to have animation frames that are actually just the same exactly image and adjust the origin in each one, then just call that frame when you need to change origin.

  • delgado you should read through this thread a bit, it looks like it has been removed as it was out of date, you should now look for Podes HTML pack most likely.

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BluePhaze

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