Rhindon's Recent Forum Activity

  • .CAPX: https://www.sugarsync.com/pf/D6025908_4317202_6545687

    When the .capx loads, left-hold the mouse button anywhere on the browser screen (eventually, I may try to limit it to just within the game window. Mr Stick will hold out his hand with a C-shaped object attached (it's supposed to be a staple, like for a stapler).

    Release the mouse button and the staple sprite should fly off to the...er, big BLACK yonder. When the staple is in motion, the GrappleFire variable text should read "Fire". Presently, I have the condition set that it will return to "NoFire" once the sprite is destroyed upon leaving the screen or collides with a solid object (this does not include the DrBox sprite). I have also tested it to set to "NoFire" upon leaving the layout. ...I get the same problem, which I'll detail next.

    Rapidly click the left mouse button so that the staple sprite fires off into space (NOT coliding with any of the boxes in the area). Before long, Mr Stick should get locked into his aiming stance. The GrappleFire variable will say "Fire" and will not reset. Somehow, there is a brief point in the event logic flow that I cannot account for that allows Mr Stick to resume a pre-fire stance even while the staple sprite is still in motion.

    Mr Stick should NOT be able to resume is pre-fire stance UNTIL the Sprite has (1) been destroyed by leaving the window parameters OR (2) collides with a solid object (that part is working fine).

    Possible solutions that I cannot figure out:

    • Testing when the sprite leaves the game's WINDOW parameters
    • Allowing the GrappleFire to reset to "NoFire" only when the Staple sprite has been destroyed

    Can anyone see that "gaping hole" in my event flow that's allowing Mr Stick to get locked into his pre-fire stance (due to the GrappleFire variable)? Thanks!

  • Ashley admitted on the first page that he caved and called it "skeeruh". Case closed. LOL

    I would agree that the "sc" (as in "scissors") might be a silent-C, but then, "scirra" isn't a normal word in any language (certainly not English). THUS, it's quite reasonable to think that the C is a K-sound letter. sKirra.

  • ramones - You win the award for awesome-est helper of the day. Thank you, sir!

  • .CAPX: https://www.sugarsync.com/pf/D6025908_4317202_6502596

    I'm working on the top-down shooter tutorial made by Ashley to see if I could figure out another issue I'm working out (a totally different game).

    I started messing around with some features and discovered you could adjust the "zoom" level by changing the layer scale (in my .capx above, you press A to "zoom in" and D to "zoom out". The zooming works fine, but...

    If you're familiar with Ashley's tutorial, you know that the Player (Hero in my .capx) sprite is supposed to set its angle toward the Mouse X/Y coordinates. When the layer scale (or "zoom") is 1, that works swell. However, changing the zoom levels (up or down) affects the sprite's ability to track the mouse properly...it's tracking, but, oddly. I don't understand why. At least, I have a notion but I can't explain it, let alone figure out a solution.

    I'd definitely like to incorporate a zoom option in future games... Anyone have feedback on what's going on? If so, I may be able to figure out a work-around. Proposed solutions are welcome, of course.

    THANK YOU!

  • Ashley - Always an honor to get a reply from you! Thank you very much - that seemed to solve the trick...setting the Sampling to Point. (I checked the Manual to get a better understand of what Sampling actually is, and it reminds me of the graphics settings on the Nintendo GameCube game, "Super Smash Bros Melee". It had the option to choose between linear and point graphics, and you could clearly see the smooth vs sharp pictures. This is very good information to know. Thank you again!

    dinofun - Thank you! I have high hopes for it. And a lot of huge ambitions...lol I'm probably in over my head for my first game, too.

    I hadn't messed with the browser zoom functions at all, and the other images up to this point were all well and good. I even use the same template when creating new character sprites. It was just that one sprite that was off for some reason. But all is good now!

  • Anywhere in the game screen, click-n-hold the left mouse button. MrStick will change his pose and hold his arm out holding an item in his hand. All of that works as I want it to, presently.

    The one problem I'm having is that I do not understand WHY his main body pose is looking all blurry. I have a hunch what it might be, but I really don't know how to narrow it down. This has never happened before. Does it have to do with the "On Left Mouse Button Down" event handler checking every tick??

    https://www.sugarsync.com/pf/D6025908_4317202_6527578

  • A refined question to my original post:

    Is it possible individually place a sprite according multiple image points on the same sprite? Essentially redrawing/resizing/reshaping the sprite in relation to ANOTHER sprite's image points??

    Here is an updated .capx of what I have now...

    https://www.sugarsync.com/pf/D6025908_4317202_6510878

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  • Phyvo - Okay, can you walk me through this? What's this telling C2 to do?

    Particularly the parts I have underlined.

    X: sprite2.imagepointX(q)-(sprite1.imagepointX(r)-sprite1.X)

    Y: sprite2.imagepointY(q)-(sprite1.imagepointY(r)-sprite1.Y)

  • justifun - I'm going over your program and it's blowing my mind. VERY awesome. Not what I have in mind, but it's still VERY awesome! I hope to have the insight to do this straight outta my head in due time.

  • For clarification, I added a link to an image that better describes what I'm after. Check my second link in the original post.

  • Phyvo - I'll give it a go. Thank you!

  • Phyvo - LOL Math, in general, I get. Math via C2 is something else at the moment. At least as far as making happen what I want to happen...

    How would I access Object 1's image point to be set to Object 2's image point?

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Rhindon

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