SecondDimension's Recent Forum Activity

  • Hey, we're in again. Using Construct 2 for the second LD.

    Here's our blog: ludumdare.com/compo/author/seconddimension

    Good luck everyone

  • Yes this happens to me too, not sure if it's a bug in the Beta or the stable release too?

  • I think you could do it with an instance variable. So set up a variable called var_Scale, set it to 1 to start with. When there is a collision you say:

    > Subtract 0.25 from var_Scale

    > Set Scale of Sprite to 1

    > Set Scale of Sprite to (var_Scale)

    That way each collision should reduce by 25% of the original size right?

    Edit: I tested and this worked, although there might be a more elegant method

  • So I have a question, as I really like this behaviour; I managed to get boardgame-style movement very easily with it, but couldn't get the official one to work that way. Which leads me to my question; I thought that this behaviour uses a grid system, whereas the built-in behaviour is more free-form, therefore making them different? Am I mistaken? Thanks

  • Great, yes it does help! I'd tried a heavy-handed method similar to that, but I wasn't using a variable as a distance buffer; this way is definitely cleaner. Thanks

  • Hi everyone, I have a maths problem that I'm struggling with, and I was hoping someone could help.

    I'm doing a top-down game, and I would like an arrow to point to the next objective if that objective is off-screen. I have set this up no problem - when the objective item is not on screen then I am:

    * setting the arrow's poition to the the player's poition,

    * setting the arrow's angle towards the objective,

    * moving the arrow 200 pixels forward at its current angle.

    This works OK, but rather than move the arrow 200 pixels, ideally I would like to figure out the distance between the arrow and the edge of the screen, and move it forward by that number of pixels. That way the arrow would stick to the edge of the screen, if you see what I mean.

    So I know the X & Y of the viewport, and the angle the arrow is pointing, but can't get the next step. I'm sure there's some trigonometry that could help me here, but I'm struggling. Any ideas? Thanks

  • I use Vista and have also had some issues with sound, although I have mostly solved these now.

    So I downloaded a 3rd party converter to get the ogg & m4a files I needed (will edit with name when I remember it). I do all the converting outside of construct, then just import all .wav .ogg and ,m4a files at once. I also preload every sound effect at least twice before I try to use it. This worked, for my Ludum Dare game at least.

    I have to say that I also love Construct, but have a ton of Vista-related problems with it, pretty much on a daily basis. I have always been a supporter of Vista, and not ever had major issues with it until Construct.

    A side note: I'd love to say I'm fighting the good fight for Vista users, but actually Construct is going to be my tool of choice, so I've recently given up and ordered a shiny new Windows 8 PC

  • Sorry to drag this up, but I have the exact same issue. As mentioned by pcfernandesjr, I have also followed all instructions with regards to power of 2 size (128x128), Pixel Rounding (On), Sampling (Point) and scaling (Letterbox integer scale). Still I have a white line round my tiling backgrounds. Doesn't look like there's anything to be done about this, just wanted to log it here

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  • I had a very similar issue during Ludum Dare; couldn't get sounds & music to play together. Worked in Firefox, not in Chrome.

    I did find a solution though; I used the 'Preload Sound' action at the start of the layout, and preloaded every sound effect I needed individually. This was a bit of a pain, but it fixed the problem for me

  • thehen, well I was looking into Tortoise SVN or something similar. Git looks like a decent alternative though, so I'll definitely check that out, thanks

    PS: I say I will check it out, actually the brains of the team AdamD will check it out. Then he can explain it to me using short words and pictures drawn in crayon.

    PPS: Sorry for hijacking.

  • Is this feature request to enable multiple people to work on a single C2 project? Sounds potentially useful; we used C2 for the latest Ludum Dare and it was basically impossible to work on a single master file at the same time, and similarly difficult to maintain 2 separate projects and merge them. Perhaps what we really needed was source control though.

  • I was messing around with animation names recently, and I don't think there is a way to check or list all of an object's animations. I know you can call upon and compare an object's Current Animation, but that's about it. There isn't any kind of 'next animation' command either, so you couldn't even cycle through them to check. Perhaps someone clever will know a good workaround though

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SecondDimension

Member since 12 Mar, 2013

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