oosyrag's Recent Forum Activity

  • I don't have an example capx, but I believe Airscape used a system where the player sprite was more or less static and the controls moved and rotated the entire map layer around.

    Or you can use a custom jump event. Rather than allowing jumping only when grounded, you can do a collision check at offset or use an invisible helper sprite to determine if the player object is "close enough" to the ground to jump.

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  • Was there something specific you wanted to know?

    The tooltips are basically what you would find in a manual entry. The expressions don't have tooltips but the names are fairly self explanatory.

  • Isn't there already a construct discord group?

  • What browser are you using?

    Do you have multiple layouts? Are you previewing the correct one and not an empty one?

  • What is your array size? (In property)

    Try using push back instead of set value at.

  • I see what you mean now.

    Try adding 2 fade behaviors. The first one can be called "fadeIn". Fade in time x, wait time 0, fade out time 0. This one is responsible for fading in only.

    Second one "fadeOut" with fade in time 0, wait time 0, and fade out time x.

    You can use each of these individually by using the restart fade on the correct one when your mouse over/mouse out conditions are met (remember to add trigger once).

  • Start fade

  • Your client is not using this software, so however much money they make off of it is probably irrelevant. I might be wrong though, and I don't speak for Scirra so I'm probably stepping into territory I don't belong in. It would probably be best to direct your specific question to if you really absolutely need it answered.

    Regardless.... this type of question is usually asked by people who want to cheat the system and/or not pay the difference to upgrade...

    If you're worried about feeling like you're cheating the system because your client made a million dollars, maybe you could just charge more so that you can afford the upgrade

  • Your wait time is 0. You can set the fade behavior active or inactive. As long as it is inactive it will not fade. (Use the start fade action)

  • I read it as how much money do you make off it it...

    It's more like an extremely generous and lenient licensing system by Scirra, as they trust in you to honor their system. If you have made $5000 with it, a one time $300 upgrade should not be outside of your ability.

  • No.

    Text is rendered into the in game engine.

    Textinput/textbox ect are html form elements that float over the canvas.

  • There is a lot going on with the SMW camera (that's why it's design is so good, and hence the video).

    To start, you can use an invisible helper "camera" sprite with the scroll to behavior (I'm guessing you already have this part).

    After that, it is just a matter of setting target positions relative to the player sprite. You might want to make use of the lighttween or moveto plugins. A simple lerp over time should do fine as well, as long as you use it properly.

    To move over time at a constant rate without plugins, do not lerp using a dynamic origin based on the position of the sprite:

    You'll need a set of variables to store the originx and originy when you change states (facing left, facing right, flying, swimming ect.). I recommend using a second invisible sprite as the "target". The target does not move over time, it is positioned instantly and is always a set distance away from the player depending on the current state .

    Use a timer behavior to determine how long you want it to take the camera to get to the target position. This timer will be triggered upon changing states.

    Then you will lerp(originx, targetx, object.timer.CurrentTime/object.timer.Duration) and likewise for y.

    Upon the timer expiring (onTimer condition), you can simply pin or set the camera position to the target position.

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oosyrag

Member since 20 Feb, 2013

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