oosyrag's Forum Posts

  • Waypoints can be stored by pushing them in to an array.

  • I've done something like this for different interfaces when in landscape/mode by comparing to see if height is greater than width, so I'm pretty sure it would work to target different aspect ratios and resolutions. Although it seems like a lot of extra work, when I (and other big budget games I've noticed) can just use scale outer and pin ui elements to viewport edges or center to target all possible aspect ratios at once.

    In case you haven't seen it before, this tutorial covers a lot regarding aspect ratios. https://www.scirra.com/tutorials/73/sup ... zes/page-2

  • Looks a lot better than mine! I actually haven't explored all the effects myself yet either.. It would be nice to have a page documenting all the effects visually.

  • Here's an example. I won't be able to make the exact same effect, It really is up to your own experimentation.

    Or if you are set on having that exact effect, you can PM the creator... I believe he is still active on these forums.

    https://www.dropbox.com/s/e87o7i6u8aqbz ... .capx?dl=0

  • Set text to left(text,len(text)-len(appendedtext)?

  • Link truncated, break off the https://www part?

  • Do you need custom movement behaviors?

    Is the player supposed jump fixed distances and always land on the center of a platform, or are they free to move around like Mario games?

    Are your platforms all the same length and spacing or all different?

    I'm assuming the platforms are dynamically generated and not placed ahead of time, else you can just use scrollto and keep your player centered on viewport.

    A capx or screenshot would help to visualize your situation.

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  • I think I understand, but it would be easier to make sure with a capx. It sounds like you just need to put the line of sight field object on the same layer as the monster.

  • Acceleration is the change in speed.

    Is it causing a problem?

  • You should probably use the lowest resolution tiles on a tilemap that still looks acceptable to you. Without seeing how your tiles are configured, it would be difficult to advise much beyond that.

  • Although it is difficult to determine your problem from the description alone, you might try pinning an "eye" placeholder sprite to the monster check line of sight from. You can use that to debug where exactly on the screen the eye is and what is and isn't in line of sight.

  • What have you tried? Are you having trouble with any specific mechanic?

    Generally speaking, yes there are many ways you can create this game.

    Try breaking down your game into very specific pieces, think about what you want the player to see and do, and make that happen.

  • https://www.dropbox.com/s/211xd1ir76hq8 ... .capx?dl=0

    That was actually kinda fun, not too difficult. Here are a few examples of possible effects all done within C2's included behaviors and plugins.

    Unpolished, but it should give you a rough idea about what you might be able to do (anything really). If I were to touch it up I'd probably use spritefonts to take care of the kerning issue (I imagine you want to use spritefonts if text is a major focus of your game anyway).

    You'll also need to be a little creative to figure out how to properly position the effects within just a part of your text, but that really depends on how your system will be set up so I won't be taking a crack at that at this point.

  • Read the fabulous manual! https://www.scirra.com/manual/98/physics

    [quote:3d26kf5y]VelocityX

    VelocityY

    The current speed of the physics object, in pixels per second.