hyem's Forum Posts

  • can you pleaseeeeee give a capx example, if its not too much trouble...not sure how to check for offsets between to two blocks and the player

  • guys please help:

    how do i use collision detection to kill the player if he gets trapped between two blocks...and only if trapped between them.

    in another works, if player is jumping and a block hits him from the top, the block wont kill him but move him down, if the player doesnt get out of the way and eventually there's no where to go (ie., the player has gotten trapped between the falling block and the one stationary block underneath him), then and only then he dies.

    please help, i am making a platform game with falling bolders and want to get this to work but it doesnt

  • hello guys: i'm making a game like the 1980s game Tempest / Gyruss and i have the players ship rotating around the screen. but i have the following 2 problems with firing the players bullets:

    1--how do i get the bullets to fire from whatever angel the player is at, and then travel toward the center of the screen? can you post an example capx?

    2--also, i'm trying to provide both touch and keyboard support...how do i get the key down function to fire bullets continuously (i.e, as long as the space bar is pressed to fire bullets at a set speed and stop firing bullets only when the space bar is released)?

    thank you for all your help

  • i just wanted to know if anyone had any experiencing selling their game via PlayPhone and integrating their Construct 2 game with the PlayPhone SDK to monetize their games.

    was it hard? any tips you'd be willing to share?

    thanks.

  • hello everyone:

    i have a general topic i'd like to ask everyone's opinion/experiences/ideas/wish list on:

    what "devices" can you use to add continuity to a game? for example, in Civilization you have time (going from stone age to modern era) and also building this-or-that (continuous upgrades) and two devices that add continuity to the game, a sort of story line...so that you're not "just doing the same thing over and over"...even though you are doing the same thing over and over; but the passage of time (striving to get to an era first) and the need to upgrade...make it feel like you're not doing the same thing over and over.

    what other devices have you experiences, would love to see but have not in games that gives it a continuous story line...a feeling of progression/striving for something other that "just" doing the same thing over.

    i'm about 60% done with a cross-genre FPS and would like to make it more than just a "gun and run" by giving it a sense of evolution, a sense of milestones that you strive for. and i'm stuck.

    any ideas would be greatly appreciated.

  • yes, all i want to do is spawn clouds etc at the start of the level. thanks a million; moving function calls into start of layout works. i have to rework the logic and the flow of the layout...but that's not major surgery, and is doable and its alot better than checking a toggle variable 60-times a second. thanks a million you guys are the best. :-)

  • i tried your approach with a varialbe i called "new level". so if "new level" = true; then spawn clouds, etc. if variable<>true, the function does not get called. last question, i promise: i dont want to creat too much system demand. so i check for the variable with "system - every 0.5 seconds". is that ok, or is that totally retarded and there's a better/optimal way of doing this?

  • damn dude....that's it !!!!

    after reading your post plinkie, i went back and changed the time interval to make it happen super quickly (to replicate the "variable comparison is always true so it keeps spawning them" theory) and it produced the same jagged result. you're 100% right. so let me ask you this: if i want to test something (variable comparison) and spawn (but not continously, as you've pointed out)...whats the best way to do that? how can i toggle that functionality on/off to prevent endless spawing?

  • Burvey...thanks for all your help, but after 2 days of working on this i stumbled by accident on the solution..i still dont know why it works, but it does (if you can explain it to me, please do).

    if i call either "Create object" or "spawn object" from an event that compares vales (x=y...current level=5...etc) then the spawned sprites have jagged edges...but if i call the same "Create object" or "spawn object" from a time-related event (eg "compare time") then the spawned sprites are as smooth as the original...flawless. why the time-event makes a difference i dont know. is there a better solution, i dont know. i would love to post the capx, but dont know how to do that either. hope this helps, and saves someone else days of wasted development time and frustration. now back to the cool stuff i hope i can do with C2.

  • yes, i spawned several copies of the cloud at different x/y locations. all spawned copies have jagged edges (they are all the same size as the original; just drawn like crap)..yet the original sprite on the screen looks great.

    help please

  • i have a quick question:

    i have a sprite (a cloud) that is perfectly smooth on the edges (both in the drawing program, and when imported as a sprite into C2 as PNG-8). when the original sprite is placed on the screen, it's still smooth (no problem so far), but when i spawn copies of the cloud sprite...the copies are all jagged edged and blurry. i'm using version r150 dont know if that helps).

    can you please help and let me know why the original is smooth in and out of C2; but the spawned copies look like crap?

    thanks a million, in advance.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • awesome, thanks a million mindfaQ, you're the best !!! thanks for all your help, it works like a charm now

  • mindFAQ you're the best. i have no idea what the math does; but it works and exactly as i wanted it. i have one last question: if i add the code to a sprite and give the sprite the bullet-behavior then the sprite moves left to right. i want to have it move vertically. how can i do that? that's the last part of the puzzle. can you please help? thanks again for all your help.

  • in your formula: sprite set position to x = sprite.X+sin(time*360)*sin(Sprite.Angle) and y = sprite.y-cos(time*360-90)*cos(Sprite.Angle)....what does "time" mean? is that a variable i have to keep track off; or is that a C2 function that will supply some information automatically? also, if i want to make the movement more (or less) pronounced (more/less wiggle) what do i change in the formula?

  • clarification...when i wrote above "weave left and right" i did not mean changing the angle the sprite is displayed (i know how to do that with the sine behavior) rather i meant actually change the path-traveled so its not straight.