hyem's Forum Posts

  • hello:

    does anyone know how to replicate the smooth parallax zoom in and out FX in the game Jetpack Refuelled shown in this video?

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    i know the scroll to behavior has zoom abilities, but i tried and cannot replicate the smooth parallax in and out FX?

    if anyone can PLEASE post a CAPX, i'd be more than willing and happy to list you in my game credits in return for your favor.

    thank you everyone.

  • have you pinned both position & angle? how fast is the object going? i've used the pin behavior before many times but never ran into this type of behavior. can you give an example so we can work through it

  • awesome thanks a million...you're the best Colludium

  • i already know about the flash behavior, but dont know anything about WebGL effects. do you know which to use, and how to use it? that was my main question. thanks a million for your help.

  • what i want to do: when the player picks up a power-up to begin to [1] blink and also [2] change the players color...without using different sprite sheets. in another words, use the existing sprite sheet, set the FLASH to blink and somehow change the color.

    Just like in super mario bro when you get a power up. Can anyone give a CAPX example of how to do this dynamic color change for a spritesheet?

  • when you say "...no clue how to apply..." are you having problems with the type of questions the door should ask? it could ask math questions [10+50= what] and a pop up screen comes with 3-4 answers and the player has to select the correct one.

    or are you having problems implementing it? a portion of the game could be a top down shooter where to destroy enemies to collect a certain amount of XP and when you have enough XP points, then your ship warps to the door/gate way where you have to solve the riddle to get past?

    not sure what you're having concerns with, but hope this help in a little way.

  • Hello everyone.

    I am making a maze game and need the enemies to have intelligent AI, and path-finding is one alternative i'm considering.

    But the C2 manual gives me pause, because it states "Calculating a path can take a long time..." I don't want to invest 3-4 weeks developing a game in a particular path (using path-finding and all related events) only to find out it was not worth it because its way too slow.

    my layout is 1280x720; the cell size is 32, and i have 10-12 enemies (max). i need the enemies to find their path from way-point to way-point seamlessly without any delays.

    QUESTION: does anyone have "real world" experience with path-finding in similar sized projects? where the characters responsive in finding their next path? i want to keep an eye on play ability on mobile devices that are not on the cutting edge of technology....so it should run relatively smoothly across a wide range of devices (although not ancient devices, naturally).

    ANY HELP IN SHARING YOUR THOUGHTS, EXPERIENCES, AND SUGGESTIONS WILL BE GREATLY APPRECIATED

    thanks a million to everyone

  • Hello:

    does anyone know how to use the C2 TOUCH plugin to "understand" or recognize mouse gestures like in the game Magic Touch: Wizard for Hire?

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    is there a capx or tutorial you can advise?

    thanks a million, in advance.

  • Ne7herM0St, you may also want to consider using C2's Plugin for Functions...https://www.scirra.com/manual/149/function

    i'm developing a game and using the logic like you....encapsulating actions in several functions and calling those functions from different levels. the above suggestions and functions should allow you the flexibility and power to quickly reuse the same actions over-and-over again from different levels. hope that helps.

  • nope, i did not...in the end, i abandoned the project to work on another game that i'm almost finished on.

  • i'd like to find out the answer to this question also. essentially, when you have an object moving too fast (but just right for your game), creating a trail using the traditional examples on this forum does not work...there is an empty space between the spawned trail sprites. making the trail sprites larger is not the answer because you may want the trail to be thin/small for special effect visual reasons.

  • can you post a capx so we can review/edit it for your?

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  • for the first one, i set the cone to 360 already....and there is the initial burst outwards in all directions; but in the link above after the initial burst the particles then "float" away almost as if there was a wind pushing them away.

    and for the second one, i can set the cone to 90, but how does the particle "fly off" in a direction with random "swirl"?

    any help is appreciated. thanks.

  • hey guys,

    can you play this Scirra game for a second, and please tell me how to replicate the particle effects?

    game is at: http://www.scirra.com/arcade/action/125 ... hoot-em-up

    great effects, i played around with the particle plugin changing gravity and Angle randomiser and i couldnt even come close.

    there are 2 types that i love what the designer did: one when the enemy ship is hit (particles are generated, and drift in different directions), and the second is when the enemy ship is destroyed (a blast that goes off in a particular direction).

    any help would be greatly appreciated. thanks.

  • i have done that, and that's how i want the sprite to behave in normal circumstances (ie, normal times the sprites angle is set to the angel of motion)...however, there are times when i want to disable that functionality so that the sprite is facing one direction and going another direction...and in those circumstances the sprite should not be the same as the angle of motion. you can set the angle property value to yes|no during the development drop-down menu...but cannot find a way to do so dynamically, via events.

    any help you can provide will be GREATLY appreciated.

    thanks.