Christmas's Recent Forum Activity

  • Didn't think family's worked quite like that? That's awesome. Do that then... Less fiddly event nonsense, simpler the better

  • Not the slickest solution but it will work. You could add a global variable called 'Objects' set to 0

    Then add a couple of events

    If Objects = 1 Create 1st Sprite

    If Objects = 2 Create 2nd Sprite

    Repeat for however many Sprites you want

    Then add an event, Every 1 Second Set Objects to Round(Random(1,2))

  • Appreciate the offer but I reckon you need to get your head around this stuff yourself. Tell you what, cos I'm having a slow work day, I'll get you started.

    I've stripped the camera down here to bare bones basic behavior. I hope the comments are detailed enough. I think this works well and its easy for you to customize to your liking.

    https://www.dropbox.com/s/mi39lte83os7arw/game%20wip%20Simplified%20Cam.capx?dl=0

    Try to simplify your work as much as possible. Sometimes the most obvious solutions are the best. Keep looking on the forums for tutorials and download example Capx's of things when you can, then pick them apart. There's a lot of talented people on here. I often get stuck yet I very rarely have to ask for help cos someone usually has had the same problem as me in the past, and has already been answered by some kind of random super genius in the forums/tutorials.

    Good luck with your game

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  • Hey redeemed t

    Hope this helps https://www.dropbox.com/s/fifqc08wm39akq1/game%20wip%20CHRISTMAS%20NOTES.capx?dl=0

    Basically it detects if you are holding the Down key or not, and if you are then it detaches the camera from its designated behavior and moves it downwards. Releasing the key snaps it back to above the player. You would be better having a nice Lerp movement here to move it back smoothly, but with your current camera set up I didn't want to mess with that too much as it could break what you've done.

    I would consider simplifying your camera system to make these kind of custom camera movements easier to do, but you may have your reasons for setting up your camera this way. There's no right or wrong way to do these things, it's whatever works for you and your game.

  • Sure. Sharing a Capx is always best. Hope I can help

  • Do you have Scroll To behavior on your character? Try removing that and instead placing the Scroll To behavior on a separate camera object that you can control separately from the player.

    I had a similar problem the other day and got some really good help. Try looking at the capx examples in here https://www.scirra.com/forum/viewtopic.php?f=147&t=197672&p=1149032#p1149032

    This is basically a camera object in the center of the screen that can move back and forth from the player. You could try modifying something like this. Or simply put Scroll To and Eight Direction Movement on a camera object. Set it so the camera can only move up or down. Then have the camera pinned to the player unless the Up or Down directions are pressed. When you release Up or Down it can snap back to the players position

  • Y'know what Eindbaas? That is pretty damn slick, and the fact that you've got it down to a single variable, and labeled said single variable as the "Smoothness", wins you points for being one smoooth mother.

    You've added a few more sprite objects, but those paticular type of solid barrier objects are going to be neccasary for my finished product anyway, so that's all good as far as I'm concerned. I will say that I would be interested to see if anyone could do this without any 'camera' sprites at all, but to your credit you only used two (and the replacement for the camera shaking is excellent). This is more than enough "smoothness" for me, and a definitly 'more elegant solution' to the lovely mess that I made. Thank you very much Great stuff X

    Oh... and I'm really sorry about the plugins. I honestly thought I'd deleted any use of those plugins before I uploaded it to Dropbox. I'll check that again tomorrow and re-upload it (not that my original capx will be needed after this, but maybe something in there could be useful to someone for something, as I did try out some interesting crap).

  • Hi all, I've built a system for a camera that pans towards the players location and zooms in when you hold the Z key, then zooms out again when the key is released. It works well and does exactly what I need it to. Problem is that its not the most elegant solution and I could do with some tips on how to streamline it and get rid of some of the unnecessary events, variables and sprites.

    https://www.dropbox.com/s/m6v8l3jt48bj5wz/ZoomTest.capx?dl=0

  • Thanks so much guys. I was having some real trouble trying to do pretty much this same thing, and you've solved all my problems. Great work.

  • Great mekonbekon looks like everything I need to know is here. Thanks yet again

  • Hi all. I hope I word this ok cos this is quite hard to explain.

    Here's the Capx https://www.dropbox.com/s/vl61kbgxhd44sn5/Block%20Test.capx?dl=0

    After a physics block is fired at another physics object (tap anywhere to shoot the block in that direction) it needs to spawn a collision effect. Sounds simple, and it would be under most circumstances.

    Currently. It is spawning the particle effect on the origin point of the objects, which is not what I need to do. I need it to appear at the exact point the block hits. For Example: If the corner of the block hit the wall the particle would spawn on that corner.

    So yeah, obvious answer is to add another image point to spawn the particle, BUT this is a 4 sided cube spinning so that image point could appear anywhere on the surface area of the cube that hits the wall.

    Since there doesn't seem to be a way to move Image points on the fly I'm not sure how to achieve this. I imagine it would be done by not using image points at all, and using System - Create Object, and a command to spawn the particles directly between the two physics objects on collision. But being an awkward so and so, I've made this more difficult as I require all the physics objects (Blocks and Walls) to be in the same family, for reason I won't bore you with.

    Any help would be greatly appreciated. Thanks in advance

  • You nailed it mekonbekon that's exactly what I needed to do. Thank you so much

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Christmas

Member since 13 Apr, 2015

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