ome6a1717's Recent Forum Activity

  • MustacheGolem - I think the 8-direction is a good idea. I'm having trouble implementing it completely, but it seems that the general idea works. Also, trying to get animations to work with it are a complete nightmare since there's no way to tell when a wall is about to end.

    Has no one ever done this before?

  • Okay I'm completely stumped. I thought I understood how For Each works, but apparently I don't.

    Can anyone explain why this isn't working?

    <img src="https://dl.dropboxusercontent.com/u/28104568/ForEach1.PNG" border="0" />

    When I have 2 ghosts on the screen, they both do the proper animations and attack, but one of them shoots 4-5 projectiles (for each tick the frame still = 4) and the other shoots 1 like it should.

    Healp!

  • Thats not a bad idea, but I don't think it will look fluid since the sprite will kind of "drop" a bit until it realizes there is nothing beneath it. I wonder if there's a solution with the bullet behavior instead?

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  • Right - mine's doing pretty much the same thing. I'm still playing with instance variables, but that doesn't seem to be helping either.

  • Is there a way to make a sprite move left or right using the platform behavior, and then once it gets to a wall, it changes the angle of gravity so it starts to crawl up a wall?

    I'm trying the following code, and it's not working:

    Player.X < Sprite.X

    ---Sprite: Simulate Left

    If Sprite.Platform.AngleOfMotion = 180 & Sprite has Wall on Left

    ---Set Sprite.AngleOfGravity = 180

    ---Sprite.Angle = 90

    Any idea on why this doesn't work? My idea is to be able to basically have the sprite move towards the player always being on a floor or wall. Is something like this possible?

  • I'm working on a game where I have tiles for walls/floors and sprites for corners (so I can include tons of corners into 1 sprite instead of having a bunch of tiles).

    I'm using the grid, and everything looks peachy on my machine (testing in node-webkit). However, when I loaded it up on my laptop, I saw occasional 1-2 pixel gaps between the tile and sprite corners. I thought it was just because I was at a different resolution, but I sent it to a friend who was using the same resolution I was, and he saw the gap as well.

    Is there any way around this?

  • Shameless bump. I've even tried adding an every tick condition setting the volume of BOTH P1 & P2 to the 20*log equation, and still no avail.

  • I've created the following event to seamlessly loop music tracks. The equation for volume makes it so I can have a music volume option control based on a number 0-10 (0 being off, and 10 being normal volume)

    When I have the music volume set to almost anything other than 10 (more noticeable at softer volumes) when P2 plays, there seems to be a strange clip in the audio as if it started the audio at 10 and 1 tick later decided to play at the original volume. Once that happens once, it never does it again until you close the game and retest/open.

    <img src="https://dl.dropboxusercontent.com/u/28104568/Music.PNG" border="0" />

    Is this a bug? Or am I missing something? I should note they do overlap, but I've been told this is okay when using node-webkit.

  • This is actually pretty smart. Thanks, Suikama!

  • I'm wondering if anyone has figured out how to use the platform behavior to jump to a specific position or sprite with a different starting position each time. (ie. if an enemy is chasing you and it jumps back to it's original location to start a new attack)

  • Ah there it is - thanks, Ashley!

  • Interesting - I actually realized it was NOT set to the platform object, but the sprite that was pinned to the platform object. I added an image point (same position) on the platform object and changed the code, and now it works.

    Any idea why it didn't work with a pinned sprite?

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ome6a1717

Member since 12 Feb, 2013

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