trueicecold's Recent Forum Activity

  • I'm starting to get the feeling luck is the major part in game development...

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  • um.. How do I check collision against image points? couldn't see it in the sprite events...

  • Thanks , but I'm looking for a way to fire touching the edges rather than completely exiting a sprite. I was thinking about creating a polygon that start from the edges of the sprite and shaping up towards the border but this causes a lot of unnecessary collision points so I'm looking for a more optimized way.

  • Hello all,

    I'm trying to create a racing game in which you die if you go out of track. if I put collision points on the track, it will work if I'm outside the sprite and try to enter it.

    How can I achieve the opposite? I'm inside the sprite and shoot an event if I'm trying to exit it?

    Thanks!

  • Sorry for bugging, but it seems the 90 degrees interval is causing display issues in the UI sprite that's attached to it, when the Behavior sprite is on a slope, and the UI sprite is a circle (like a soccer ball). For obvious reasons, it looks like it's in standing in mid air until it reaches a plain again.

    Is it possible to change the intervals to 1 degree so it's more accurate?

    Thanks again

  • Ahh ok, so in the meantime I can live with a "jump" button

  • Thanks for the prompt answer

    Actually I tried to rotate the sprite with the behavior itself, didn't think of having another UI sprite to pin to it, that could solve the rotation problems.

    And the SurfaceAngle expression should help solve the second request

    Thanks a lot!!

    Another question if I may: I want to define that when it reaches the peak of a mountain, let it jump in the air instead of sticking to it. Is that possible?

  • Amazing job!!! works pretty well!

    Few things though:

    1. Could we have an option to rotate the sprite in accordance to the slope?

    2. Could we have circular collision polygons? right now I need to define about 25 polygons for a circle, and it's still not good enough, if I rotate if depending on speed (the collision start to act up).

    Thanks and well done!

  • Thanks R0J0hound, wouldn't it be wasteful to have 3 sprites for each text?

    I guess if all else fails, I might consider this... :/

  • Do you want to keep the finger pressed and get points while you do, or make sure clicks not not clicked too fast?

  • Hello all,

    I would like to get to this required result:

    I can create a spritefont with borders and all, but I can't figure out how to use the gradient colors, and it gets tricker. if I have 2 lines of text, the gradient should be darker in the second line, meaning this isn't the same gradient for each letter, otherwise I would just paint the gradient on top of the spritefont.

    I was thinking of creating a gradient sqaured layer below the spritefont, and use some blending modes between the 2, but I couldn't find the combination that would allow me to achieve this.

    Does anyone have an idea?

    Thanks!!

  • , like I wrote in the first post, They have most of the UI in common, although in each game mode some additional UI elements are present. Didn't see the need to clone layout, and every time I add a "shared" ui object, add them in all layouts.

    Global Layouts were the answer to that, since now I can define shared layouts, and put the per-game-mode UI objects in their own respective layouts.

    Up until now, I did use create/destroy methods in my game screen, and I'm well aware about the one instance thingy

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trueicecold

Member since 20 Feb, 2014

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