Zebbi's Recent Forum Activity

  • So here are the repos for the js version: https://github.com/wothke , as I said I have absolutely no experience in javascript or writing plugins, but I'm interested in how difficult it would be to port this over. R0J0hound what type of library would you suggest might be closest to this?

  • Hi all, I'm Zebbi! I used klik and play since it was released in '96, and used Clickteam tools extensively through until 2002. I gave up game making and rediscovered it last year with Fusion 2.5 and Construct 2. I used Fusion 2.5 last year to build an engine for a game and was shocked by all of the inherent bugs and workarounds and missing features. I simultaneously found C2 and finally got my licence in the sale a year later. Been rebuilding my engine which took 2 months in Fusion took just a week and a half with C2. Events that took brain-twisting spaghetti mazes of 30 lines or more take just 2 or three in C2. It's mind-blowingly good. Thanks Ashley and Tom for this outstanding tool!

  • easy method then variables just ad a sprite(can be you play button, main actor, a text something that stays on screen always and u don't destroy it ) and create a boolean for it , and make that sprite global now u have global boolean's ....... works for me , just i'm not using global boleans never needed one

    Good idea, are global sprites limited in any way that global variables aren't or are they all exactly the same?

  • Okay, since a it has already been ported to JavaScript, R0J0hound what is the next step to get this working with construct?

  • Whoooooops! I went to some effort to get the right timecode too! Here it is <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

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  • Is global booleans being worked on yet? Or has this ship sailed?

  • > These are incredible Somebody will find these very useful! I'm wondering if it's possible to use these to create a true mario style screen wrap, you know, where mario leaves the screen edge, and wraps around the other side, but you can leave him halfway, so that his front is on one side and his backside is on the other?

    >

    I guess you could, but it would be a purely visual effect. For a game it would make more sense to just duplicate a Mario that is close to an edge.

    The interesting thing is, Mario can interact with anything he touches on either side of the wrap, so it acts, as you say, differently to just a visual, but I'm not sure how you could re-distribute sections of a sprite, including it's collision areas, onto the other side of the screen. I might start a new topic for this, sorry if I hijacked this!

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  • These are incredible Somebody will find these very useful! I'm wondering if it's possible to use these to create a true mario style screen wrap, you know, where mario leaves the screen edge, and wraps around the other side, but you can leave him halfway, so that his front is on one side and his backside is on the other?

  • Here's another example of OPL emulation: http://opl3.cozendey.com if I had proper programming skills I'd take a look myself, I'd love to hear from anyone else that's interested in having this functionality available in C2.

  • Sorry for the delay, it took me a while to find the video (I was thinking it was the sms version!)

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    you can see it goes from 100% to 0% until finally -100% with the negative values being the image vertically upside down. Would this be possible to implement as an effects shader?

    EDITED: correct link!

  • I'd like the effect on Mickey Mouse's Castle Of Illusion where you turn the gravity upside down and it squashes the game viewport to a slither then stretches back out and the viewport is upside down. How do you adjust the "screen size" or the camera area's HEIGHT at runtime? I can do layout scale but I need to squash and stretch the height, preferably into negative values so as to create a vertical flip when it reaches -100% scale.

  • You can do System -> Compare two values -> player.Platform.MovingAngle to another value

    Ahh, THAT'S how to do expressions, thanks so much!

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Zebbi

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