Colludium's Forum Posts

  • By placing each Paster to each player, you were getting the odd visual effect because the Paster objects' hot spots were top left - you were effectively putting the player at the top left of each side of the split screen. The attached file has that changed and also uses Clamp to make sure that the Paster objects don't fall outside the layout.

    Edit to add that this sort of thing is best asked in the How Do I forum. Hope this helps!

  • The culprit clearly lies in whatever is in group 'wasteland'....

  • I agree, I'm thinking that Paster will be your friend to achieve this. You could either copy half of the sprite and show it on the Paster object, or you could paste the background onto the Paster object and then hide/reveal the sprite from underneath.

  • You could try Auto Hot Key - I haven't used it but it seems legit. Here's an article in How To Geeks that shows you what to do.

  • I think holding down "Alt" while typing "64" should work - the symbol will appear when you then release the Alt key.

    Reference here: Alt Codes

  • I would love for a full complement of Box 2D physics functions, as alluded to already. Rojo's Chipmunk plugin looks excellent - when I tested it with moving on-screen sprites the performance was identical to C2's Box 2D. So, rather than ask Ashley to start over and try to implement yet another physics engine, I would rather that the missing Box 2D functions could be added instead - you know, weld joints, kinematic bodies, contact points, debug world rendering, and so on....

  • I think what you're asking for is for the platform behaviour to behave more like the physics behaviour by preserving momentum. I think the only way to achieve what you want - consistent behaviour whether jumping off a platform or not - is to write your own x velocity code using events. It sounds like you've done that already for when the player jumps off a moving platform. For the rest, then, set the default platform deceleration to 0 and set x velocity to reduce to 0 as you have already. It might take a bit of experimentation to get the effect you want but at least then it'll be consistent wherever the player jumps. I've personally found the default behaviour OK for a quick prototype but things like this require some alternative behaviour writing using events.

  • Have you tried running it on a different windows pc, just in case it's a graphics driver issue?

  • I think ggibson1 is correct - the property name should be the text before the colon from the css sheet, all in "". The value is the data to be inserted into the parameter and it comprises everything after the colon up to, but not including, the semi colon. Although I wrote the tutorial I'm no css expert - I'm just becoming less inefficient at using c2 LOL.

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  • The font is not laid out in a grid and won't work unfortunately - the top row and 2nd row have a different number of characters and Sprite Font requires the characters in the image to be evenly spaced. I recommend using GYFM if you haven't tried it already. You can easily recreate the font effect you showed above and you can always edit an exported png in GIMP or similar for more effects.

  • I give my player an instance variable that acts as a condition to shooting. On shooting, set the variable Player.TimeNextShot to time + 0.5 (or whatever). Then, as a condition to a player shoot demand, check to see if Player.TimeNextShot < time. I find it allows for easy variation in the delay time, depending on weapon in use etc.

  • Chrome v39 on Android 5.0.1 - doesn't work here either (unless the effect is supposed to be slow moving well spaced rgb coloured diagonal lines!).

  • SecondDimension, didn't mean to miss you out - I see now that there are two top 100s... Nice work!

  • #644 overall, which is way better than I managed last time! An improving learning curve....? My scores on humor and mood let me down (mental note for next time). Well done to alvarop and Erkberg for thier top 100 entries - much respect!!

  • I don't know how far they progressed to with it - I just note that the blog was from 2012 - and it appears that they have forgotten their own ideals...