TC Danger's Forum Posts

  • Oh wow, that fixes it perfectly. Thanks!

  • Hey folks, I'm having a bit of trouble with object angles.

    So I've made this "spike gun", if you will, that fires spikes (with bullet behavior) at the player (the blue box). But no matter what I tinker with in terms of angles and positioning, the spikes always fire at the player as if to hit him or her with the side of the spike, instead of the most prominent point of it (the most prominent point being the point furthest to the right in the above image).

    So far, this is what I have going on in terms of events, and I'm really not sure where to go from here.

    Do you folks have any ideas on how to make sure the Player gets the most prominent point hitting them before any other part of the spike? I've included a link to the capx file at the bottom of this post.

    Thanks so much for your time!

    Hey folks, I'm having a bit of trouble with object angles.

    So I've made this "spike gun", if you will, that fires spikes (with bullet behavior) at the player (the blue box). But no matter what I tinker with in terms of angles and positioning, the spikes always fire at the player as if to hit him or her with the side of the spike, instead of the most prominent point of it (the most prominent point being the point furthest to the right in the above image).

    So far, this is what I have going on in terms of events, and I'm really not sure where to go from here.

    Do you folks have any ideas on how to make sure the Player gets the most prominent point hitting them before any other part of the spike? I've included a link to the capx file at the bottom of this post.

    Thanks so much for your time!

    dl.dropboxusercontent.com/u/43214549/Tirin%20Spike%20Gun%20Problem.capx Download the capx

  • Hello fellow Construct enthusiasts, have I got a challenge for you. I was wondering if it's possible to do something I call recursive zooming for lack of a better term.

    So, let's say I'm making some kind of basic platform game - a Mario or Megaman clone.

    <img src="http://i1-games.softpedia-static.com/screenshots/Mega-Man-Rocks_4.jpg" border="0" />

    Let's say I want the ability to zoom in and out, towards the player character zooming in, and away from the player character zooming out. For right now, let's say the furthest I can zoom in makes it to where all I can clearly see on my screen is the player character.

    <img src="http://www.robotinthecloud.com/data/images/2010/12/megaman-sprite-by-psykhed.jpg" border="0" />

    Now, let's say I zoom out. And out, and out, and out. Soon the player sees that the game world is taking place in a rectangle of unimportant dimensions, and surrounding it is an empty white background (the natural background). Let's say that the player continues to zoom out and out and out. Eventually, the rectangle where the game takes place is no longer visible due to how far the player has zoomed out. There is nothing but white emptiness.

    The player continues to zoom out, and soon they see a large black object on the right side of the screen. They zoom out further and further, and soon realize that what they are looking at is the player character at it's farthest zoom-IN level (the large black object was the character's pupil, if using the above picture as an example). They can continue to scroll out a bit more to return the game to its normal dimensions, and they are back at viewing the rectangle of the game.

    Is something like that possible within the restraints of Construct 2? If that concept was a little confusing, this short clip from the Simpsons might give you a better idea of what I mean.

    youtube.com/watch

  • No, haha, thankfully it's not based off of personal experience. However, I am graduating this year with my bachelors in business, so I guess I'm a little familiar with the environment.

    Have you been an intern before? You seem to be familiar with the woes of the role.

  • My first game ever made. Thanks, Construct 2!

    Newgrounds: newgrounds.com/portal/view/631174

    Kongregate: kongregate.com/games/CanadaGDP/intern

    You are an intern working for a company making a video game. The thing is, the game that you're helping to make is the one that you're playing.

    "Intern" was filmed in front of a live studio audience.

    Also, I don't own all the things in this game, but I have permission for them. I'm pretty sure I'm supposed to say something like that.

    Please leave lots of feedback and link this game to your friends. Unless you think this game is awful, in which case CanadaGDP certainly did not make it, and you should link it to your enemies.

    Anyways, here's links to my studio's Facebook and Twitter. Come say hi sometime.

    FB: facebook.com/canadagdpthings

    Twitter: twitter.com/CanadaGDP

  • Intern

    kongregate.com/games/CanadaGDP/intern

    Play Categories: 50 - 100 Plays

    Have fun!

  • Everything's worked out great! I'm right back on schedule on this game. Thanks for all the advice.

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  • The "soap in a box" is working pretty great now, thank you!

    However, I'm encountering one final problem with it. As has been said before, Platform does not like working with Physics, and every once in awhile I can get some weird glitch to occur as a result of that (i.e. The Name Box suddenly becomes glued to the dustpan and follows it around before descending into the earth).

    It looks like I'll need to get rid of the platform behavior, which shouldn't be too big of a problem. I'll be toying around tomorrow with different ways to mimic the Platform's "jump" function.

    If anyone happens to know the "best" way to substitute the Platform's jump mechanism, let me know if you're bored. I'll probably figure out how to do it on my own, just curious if there's a really clean, efficient method.

  • I'm out of town this weekend but I'll let you folks know how everything goes when I get back and have a chance to work on it. Thanks so much for all your input!

  • I'm afraid I'm still a bit lost. I can't quite figure out how to grant gravity-like properties to the yellow box while NOT granting them to to Name Box.

    AngelEyes, in the example you posted (tiltingboxes), how could you keep the large square box from increasing on the y axis? (That is, how could you keep it from moving down the screen, without disrupting the rest of the movements?)

    ramones, thank you for your input, but I'm afraid I'm not comprehending exactly what you've done, especially since the layout you posted cannot actually be run.

  • I'm trying to link to the capx, but the site won't let me. Hm...I don't know how it let me do that before.

    https://

    dl.drop

    boxuse

    rcontent

    .co

    m/u/4

    32145

    49/Int

    ern%200

    .9.ca

    px

    Ha, that did the trick!

    (Please forgive the horrible inefficiency of the framework. For future reference, what would be a better way to 'program' the events. I imagine something with local variables, but I haven't looked into that yet.)

    I appreciate the responses thus far!

    AngelEyes: I'll play around with that tilting boxes idea later tonight and get back to you. Thanks for your help.

    zenox98: Those are certainly words of wisdom. But because the platform behavior is only applied to the player and not to the dustpan (the only object that interacts with the other physics objects), does that notion still apply?

    Also, I'm totally willing to take any feedback or advice you folks have to offer. I don't intend on forcing the volunteers here to be my personal tutors, but if there's anything you see in the capx that you'd like to comment on, please do. My goal here is to learn.

  • Hey folks, I'm Tyler. I'm currently finishing my degree in Business and Human Resources on the west coast of the USA. Despite not having any prior game development experience, I've recently realized that I have all the resources I need to break into the game industry as an indie developer. It'll just take years of hard work and dedication before that can happen, which I'm willing to do. I'm very busy finishing school and working two jobs, but I'm okay with getting up earlier to work on my dream.

    For the past month or so I've been toying around with the free version of Construct 2 to learn some basic game development skills. It's been going well so far, and I should have my first game released by December if I stay on schedule.

    Anyways, nice to meet you all.

  • EDIT: For some reason I'm not allowed to post links in posts. Hopefully that goes away soon. I'm unfamiliar with dropbox, but it seems like I just need to input email addresses to share the .capx file.

    Hey folks, this might be a nooby question since I'm really new to Construct 2, but I'm encountering a bit of a problem in my game design. I've taken a look at the FAQ threads and a few others, but didn't quite find what I was looking for.

    So, here's a few screenshots of my game to give you a better understanding of what I'm talking about;

    [No pictures allowed? Uh, okay. Just copy and paste links, I guess.]

    i1204.photobucket.com/albums/bb412/tjasper27/Intern1_zps3d7bb0be.jpg

    i1204.photobucket.com/albums/bb412/tjasper27/intern2_zps9ccb657b.jpg

    i1204.photobucket.com/albums/bb412/tjasper27/intern3_zps23f1cfe5.jpg

    In my game, the player (the stick figure holding the dustpan taped to a broom) can use the jump feature of the platform behavior to strike the "Enter Name Box" with the dustpan. Both the dustpan and the "Enter Name Box" are physics objects. As you can see from the pictures, this allows the player to shove the Name Box along in an upwards or side-to-side motion (World Gravity is set to zero to keep the box in the air).

    Now, turn your attention to that odd yellow rectangle inside the Name Box. This is the thing that's giving me trouble. What I'd like to have happen is make it to where the yellow rectangle is "trapped" inside the Name Box, but realistically moves around the box (only with no friction)once the Name Box is manipulated by the player. Think of the yellow rectangle as a bar of soap in a large cardboard box. In the second picture I've posted, I'd want the yellow rectangle to behave by falling on to it's right side and sliding down the bottom of the Name Box until it reaches the side edge. Does that make sense?

    I've tried several uses of the physics behavior, but I'm having no luck so far accomplishing my goal. I tried adding the physics behavior to the yellow rectangle and increasing the gravity, but by doing that I cause the box to fall from above. Perhaps there's another way to keep the box in the air while granting gravity to the yellow rectangle?

    Any and all help would be much appreciated. I'll upload a capx once I figure out how.

    Thanks!