calminthenight's Recent Forum Activity

  • Yes if the all the frames of the player sprite had the same dimensions and collision polygon it will work.

  • All of your player animation frames are different sizes and have different collision polygons. This means when the frame changes the collision polygon does to and then you may go from being on a platform to below it etc.

    Create a single sprite that is the size of the collision polygon you want, and then add your movement behaviours etc to that.

    Then create another sprite for your character animations and pin it to the sprite you use for control and collisions.

  • use a boolean variable.

    on button press - set it to true

    then add a condition to check the variable is true in place of the the is button down condition

  • To get the distance on the XY planes first pick the object with the corresponding UID.

    Pick object where object.UID=turretobject.turret.targetUID

    then you can use the distance expression wherever you need to.

    distance(turretobject.x,turretobject.Y,object.x,object.y)

    This distance will remain the same though regardless of the objects Z-elevation as the objects XY position does not change.

  • I think it is possible to create an RPG with a limited scope in 50 events. You'd want to plan out your mechanics and game scope first though and then really iterate each implementation to get it to as few events as possible.

    Would be a good challenge

  • Replace your first comparison with a pick all condition and pick all family objects then pick by comparison to your variable.

  • What is your target resolution? 8px for player and 700px+ for boss is going to look very odd.

    If you boss is going to be 617px tall then I assume that your target resolution is at least 1152x648 or possible 1920x1080.

    Does your boss need to be that big? Can you draw it at a smaller size and then scale it up or will that not work with your artstlye?

    The larger the sprite size you import the more memory you will use, and typically will increase your download size.

  • Think of it like real life. If you need the floor to be movable, then set it to be not immovable and use other immovable objects underneath it to support it.

  • Have your users provide you with specific feedback and then use that information to narrow and troubleshoot. Look for patterns such as devices they are using, things they are doing in the game at time of crash etc.

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  • No one can help you unless you post either your project file or images of your code. Without that nobody has any idea what you have or haven't done.

  • You can't use any non-physics behaviours with physics behaviours. If you need to move a physics object you need to move it using apply force or impulse.

  • Post your project file. This should work to scale the size of the text area.

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calminthenight

Member since 28 Jan, 2018

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