andreyin's Recent Forum Activity

  • The "Scale" event is just a width/height multiplier. If you want to change the height/width of an object using a scale-like event, just multiply them for a number.

  • I've made this work in my game but it's kinda hard to explain..

    First, my main character is global, so it keeps the variables when the layout changes. Then, I have 3 different variables:

    lastDoorType - checks the last door type the character has entered

    doorX - The new X position in the layour the player should appear when he moves into a new layout

    doorY - Same as above, but with Y

    Then I have 2 diferent objects (since my game is a platformer),

    doorM0passLeft and doorM0passRight.

    I have an image point called "end" on it, so I can check when the character has finished walking into the new layout.

    I'm explaining all this so I can just show you my code.

    <img src="http://i.imgur.com/vHc7U64.png" border="0" />

    <img src="http://i.imgur.com/tysBoOM.png" border="0" />

    There's probably an easier way but this is working out great for me.

  • You don't really need the "every 0.1" event, or the "for"..

    "Overlapping" checks if an object is over another object. While it is, the event keeps repeating. For instance, try creating 2 new objects and test what happens when you have a variable add 1 while one object is overlapping another. The variable will trigger every tick.

    There's a "on collision with" event that triggers just once when something collides with another object.

  • +1, I usually bookmark the event then press F2 after searching, would be easier to just go back to the selected event..

  • When editing an image, do you get a warning like this?

    <img src="http://i.imgur.com/E8TDNLl.png" border="0" />

  • Go to the Project properties and change "sampling" from "linear" to "point".

    <img src="http://i.imgur.com/aeHDm85.png" border="0" />

  • I still don't understand it, but it wouldn't hurt to have a Layer.ParallaxX and Layer.ParallaxY.

    In any case, the free version doesn't allow that many layers (it only allows about 3 or 5 IIRC).

  • This is kinda confusing.. isn't it better if you have a variable that sets the parallax, instead of the other way around?

    Like this?

    <img src="http://i.imgur.com/HoP5AVQ.png" border="0" />

  • GeometriX Whoops, should've read the thread before posting! Sorry! D:

  • Someone posted a similar question yesterday here:

    scirra.com/forum/360-controller_topic73177.html

    The line of code that Sargas posted at the end does exactly what you want.

    you can use the angle the stick is at to move things around

    angle(0,0,Gamepad.Axis(0,0),Gamepad.Axis(0,1))

    after this you just need to add a "move forward" action when "something"

    I've been messing with it myself and this is what I've come up with:

    <img src="http://i.imgur.com/KdGkLRZ.gif" border="0" />

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  • The problem is that you're rotating the object like that, probably to have a "smooth" feeling to the rotation, right? You should just set the angle degree directly to what you want using "Set Angle" instead of "rotate to angle".

    And to make diagonals works, you gotta check if it's between 0 and 50, I think. For instance, when you press up on the analog, the Y goes to -100 and X is 0, but if you press it UP + RIGHT, the Y is -50 and the X is 50.

    If you press it to the right, Y is 0 and X is 100.

    Probably you could translate these numbers directly to angles, but I wouldn't know how to do that..

  • You put the variable you want to save in the data field. If you have a bunch of variables, you could put them all in one array, then save that, I guess.

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andreyin

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