Christmas's Recent Forum Activity

  • Hi all, Hope everyone had a great holiday season

    I have a sprite object that has a collision box that changes depending on it's frame of animation. (It appears to rotate 360° at a 3D angle even though the sprite stays static, therefore it's collision box changes dimensions every frame)

    There is a base object that this animated sprite is pinned to. It's a rectangular physics object. That's our main object, and this car sprite simply changes animation frames to match the angle that this base physics object is moving in (for example if the physics object is moving at 90° then the animation frame of this sprite is set to 18 etc)

    I thought I was being real clever with this but perhaps not. I guess this is what you get when you try to fake 3D? Obviously the base physics objects rectangle would have to have slightly different dimensions depending on the angle we're moving in order to match it's accompanying animations.

    What I need to do is change the size of the base physics object so that it always matches the size of the animated sprite's collision zone. Would anyone have any idea how I could do this, that's if it's possible at all?

    Apologies if this isn't very clear. I am aware that this is a bit of an unconventional apporach to faux 3D.

  • Hard to say Maybe provide a capx example to better explain what you want

    But from what I can gather, you want to use the Is Between Angles, or Is Within Angles conditions. Then go to the Game Over Layout

    Or simply try using Turret Behavior https://www.scirra.com/manual/152/turret, it's pretty cool

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  • Aye BigZig11, like OddConfection says, set the the angle to 180°

    Alternatively, set the bullet speed to minus (eg: -400) and it will travel backwards, which is also useful

  • You just need to mess with the Y axis of the layouts for your paralex backgrounds that you've already edited the X axis for. At the moment they're set to 100 (default). Its impossible to tell you what's the right setting until you build more of the level upwards or downwards, so keep doing that and then just mess with the Y setting until it looks how you want it when the screen scrolls

    Shouldn't be too hard. You have the X axis looking pretty good already

  • I'm an Animator/graphic designer primarily, but I'm more logical and good at Maths (and humble, and more handsome) than the average arty type, so I took to Construct well. Up until now I've got by because I make very simple educational games embedded inside the pages of e-learning courses. So for the most part they're simple drag and drops, puzzles etc, with one possible outcome... boom, move onto the next page.

    Basically I just make them, export them as HTML5, and they get sent to web devs and I never hear about it again. Occasionally some guy in a suit who drives a flash car with his name on the number plate tells me I'm "doing great stuff" and tries to high five me (I miss 90% of the time or barely smack a pinky).

    I think after 3 years of this going well, they've started to think I'm smarter than I actually am and are asking a wee bit more... MAN ARE THEY IN FOR A SHOCK!

    Seriously though I will get support off Web, they just don't have time to get an understanding of Construct2 so are leaving the ball in my court. All advice is greatly appreciated

  • Me again

    Yeah there's a single pixel of dead space on the left and top of your Tile images. You need to open them up in an image editor like Photoshop (or a nice free one like GIMP or even Paint.Net at a push) and then delete that by cropping the image slightly.

  • Thank you brunopalermo

    Yeah that's the idea. I export the data from C2, and then our talented web dev handles the rest through her magic codey-ness.

    I built a game a year or two back. One of our guys went in and added this simple line so we could export to a high score web page, and it worked fine.

    On Touch 'Submit Score': Browser - Execute javascript "submitScore("& Score &");"

    Sadly he's moved on elsewere, and the balls in my court now, and I can only bullsh**t that I know what I'm doing so far right?

    hopefuly I can show her this and she can take it from there, so I won't get fired and have to go back to my old job of selling pencils

  • Hello. I'm not new to C2, having used it for 3 years and made many simple games with it, however I'm not a coder and I've been tasked with something that may seem very simple to many, but is utterly alien to me.

    My employers want to take information from my game. Mainly numbers from global variables such as Player Scores or Timers, and then feature them on other parts of the web pages were my games are embedded (in iFrames). They also want to communicate to the page that a game has been completed, or that the game window has been closed.

    I've consulted the Manual and forums and find most information I've come across on the Browser's Javascript Execution and Ajax functions a bit bewildering. Does anyone have any information or links to simple example capx's or tutorials that might help me? Bare in mind the minute anyone starts talking code I get brain-freeze.

    Thanks in advance

  • There are some good examples knocking around in the forums. Like here https://www.scirra.com/forum/realistic-rope_t65930 try downloading that, it may help.

    If not consider posting a capx, then someone could take a look at it and see why the crashes are happening.

  • I'd like to know this too. Had a search around for info a while back and didn't come up with much. Using the Wait event can work (On Song Start-Wait 120seconds- do a thing), or using a Variable to store time and matching it to points in the song runtime. Neither of these are going to be completely accurate

  • Here's a list of True 16:9 Resolutions https://pacoup.com/2011/06/12/list-of-true-169-resolutions/

    They've highlighted one's divisible by 8 in green, your pixels will scale fine if you stick to one of those

  • *Replaces and deletes whilst humming 'Here in my Car' by Gary Numan*

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Christmas

Member since 13 Apr, 2015

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