mikehive's Recent Forum Activity

  • Does it particularly need to have the physics behaviour?

  • Hey, amazing pixel art! This is one to watch for sure

  • Hi, there's no way to do what you're asking exactly in C2 - if you're wanting to create art assets in that way you'd be best off working in Photoshop or some other art program that has layers and then importing it back into Construct. If you're just trying to create collision for your platforms, have you thought about just making a couple of invisible generic collison/platform sprites and just manipulating those all over the background art to handle the platforms? Like this:

  • "Down to Earth" looks like a very cool game! I love the simplistic controls paired with deep story.

    Hey, thank you! That means a lot

  • Ahhh, okay! Thanks, I'll give that a try tomorrow.

  • Maybe use an invisible sprite to represent possible teleport locations and test collisions on that? You could give it an incredibly fast bullet behavior so that when the player presses the keys to teleport, the tester sprite shoots out into position, either gets stopped by a wall or doesn't, and then set the player's position to that of the tester.

    I'm sure there is a more elegant idea than that but it's late here and that's all I got

  • Ohhh now I see it! I get it now.

    Try using Mouse.AbsoluteX and Mouse.AbsoluteY to place your menu? Mouse.X and Mouse.Y get the coordinates of the mouse relative to the layout; AbsoluteX and AbsoluteY get the coordinates of the mouse relative to the actual canvas and isn't affected by scrolling. If that doesn't help you can try messing around with Mouse.X("layer"). I get the feeling the problem is something to do with the mouse coordinates and the zero parallax layer the menu is on.

  • Hi, I don't really see what the issue is, it seems to work fine for me? What issue exactly are you having?

    By the way, random aside from looking at your capx, you're testing whether the cursor sprite is over a button, but the cursor is so big it's very easy to click two buttons at once! Try testing the actual mouse cursor position rather than the image overlap, otherwise you'll have problems later

  • Learning to think "computer logically" is definitely a skill you will acquire and hone with practice. I've been tinkering with C2 for a couple of years now and am definitely now able to solve logic problems that would have been completely beyond me when I started. You will get a feel for it! And things will become easier the more you learn about C2 and the tools that are available to you.

    I find that sometimes when I have literally no idea how to get it to do what I want it helps to sit down with a pen and paper and no distractions and work out, step by step, exactly what the software will need to do. One step at a time! If you want the program to do this, this, and this, how would you explain that to it? What is the first thing it would need to know, work out, or do? Every complicated function is just a bunch of very simple parts put one on top of the other.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I think the answer is no, but it shouldn't really be a problem. random() will accept number values, but not strings. Like 99instances2Go says, either just use tokens (they're easy) or just plug two separate variables into the random expression, as in random(variable1,variable2).

  • Maybe give the player object an instance boolean variable called Roll and use that to control the rolling? Like:

    if Roll is true & every 0.1 seconds (not sure on the timing, try different things): set player_box.X to player_box.X + 1 (or however many pixels)

    if doubletap = 1: set Roll to true, wait 1 second, set Roll to false

    Then you may just need to adjust the normal left/right controls so they don't apply while Roll is true.

  • Hmm. I realised after I made my earlier post that I got it a bit wrong. Let me rephrase: I want the player go very fast, but not very far. If I set Vector Y to something modest, say -500 or -1000, they travel the right distance but not fast enough. If I set Vector Y to something stupid, -9000, they go off at the speed of light but also travel waaay too far! I want a platform jump effect that takes the player very fast over a SHORT distance.

mikehive's avatar

mikehive

Member since 13 Jul, 2015

Twitter
mikehive has 2 followers

Connect with mikehive

Trophy Case

  • 9-Year Club
  • x4
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

11/44
How to earn trophies