Tokinsom's Forum Posts

  • Geez. I'd just use sub-events and a boolean ^^;

    +Kirby inhaling is false
    [ul]
    	[li]Insert basic animations in sub-events[/li]
    [/ul]
    +Kirby inhaling is true
    -play inhaling animation
      +button is released
      -set inhaling to false[/code:q5d2kl3q]
    etc. etc.
    
    This way the basic animations / mechanics are only in effect if a set of bools are false. If one is true an exception is made and new animations & mechanics take over.
    But whatever, there's probably a dozen different ways to handle this stuff!
    
    Anyway, looks like a solid Kirby engine so far. Only things I'd suggest are lowering Kirby's acc/dec, and dividing his Y vector instead of setting it to 0 when releasing jump (will make it more floaty). Depends on how close you want to be to the original games though. He's actually much easier to control here haha.
  • Thanks guys! R0j0hound's looked the simplest so I ended up going with that. To be exact I used int(((angle(self.X,self.Y,player.X,player.Y)+360)%360)/45)*45 to get the 0-360 range as an integer in 45 degree increments. Yeesh.

  • I can use angle(x1,y1,x2,y2) to get an object to point towards another. This works fine; the object rotates between 0 and 359 as expected.

    However, if I'm using this expression to set a variable instead of an object's angle, it returns negative angles. For example, 180 becomes -180 / 225 becomes -135, and so on.

    What's the deal with that?

    To clarify on what I'm doing...I'm using a sprite object with 8 animations that represent 8 different angles it can face. They are named a0, a45, a90, a135, and so on. I'm using the angle() expression to get the angle between this object and my player, but storing it in an instance variable. I then use this instance variable to tell the object which animation to play (which angle it should be facing). Why? Because the perspective of this object doesn't allow me to simply rotate it - I have to use a different sprite for each 45 degree increment.

    I could solve this by putting these negative angles in the animation names, but C2 won't allow the "-" character, so that's not an option.

  • r5 is up. Just some small bug fixes / maintenance.

    I haven't made a game in Construct yet, but I have a question. Could this be exported to run on mobile devices?

    Technically, yes, but this was designed to run on desktops or browsers.

    Would you consider doing an ''up and down trigger''? I've only seen a ''left and right trigger''. I would be willing to pay for this. I'm creating a big map and it would be a really interesting feature. Keep on the good work and have a nice day.

    This is easily the largest block of events in the whole game kit so I'd like to just stick with horizontal transitions/alignments to keep things tidy.

    The events are already there, really. You just need to copy/paste the existing transitions and change Right/Left to Up/Down and swap the y and x coordinates.

  • lol what. Construct 2 shouldn't even be in this "tournament" as it's not an educational videogame. Completely incomparable to anything else there.

  • Been following this on TIGsource/Twitter for a while. Good stuff!

  • Are you using an object placed at the edge of every single platform for this? That's wholly unnecessary and very limiting..

  • netmaster Turns out its the way C2 handles animation frames. C3 will create spritesheets in-editor..or something like that..which should help tremendously. Still a ways off though, apparently.

  • Ugh...This is why the template licenses need to be changed. Pretty sure that "game" is perfectly legal.

  • Ah, I thought you asked why they can't. Was probably just easier to add checkboxes lol.

  • Static means it will not reset every tick. Constant means it can't be changed at all. If a variable can't be changed, it can't be reset.

  • I just use underscores. Cam_GetX, Cam_DestinationReached, etc. Doubt it matters performance wise.

  • I'll use a single object for, say, collectibles. That way if an enemy drops one I can just spawn the object and set its animation from a list.

    However, if the game has a lot of floating collectibles then I'll use separate objects so I can easily pick them from a folder to place in the layout.

    For backdrops...it really is preference. You could bundle things like rocks, clouds, plants, etc. but do you want to refer to and type in the animation or frame for every instance? I'd rather have a folder of individual assets to pick from in that case.

    If they are usable you might want to bundle them into a single object and use conditions to tell them apart, since you can't refer to an object by name. For example you've got 3 different springs in a family. If you use "Player landed on spring family" then there's no way to tell them apart without a name variable. You might as well just use one object and compare the animation or something.

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  • I wouldn't say it's worth the trouble.

  • Use System > Set Object's Time Scale

    Be sure to restore its timescale afterwards instead of setting it back to 1.