InDWrekt's Recent Forum Activity

  • Take a look at my answer to this forum post:

  • This is a known issue caused by the effect of scaling a tiled object. Basically put, when you scale the tiled background, spaces may appear because the images making up the tiles scale as well and may not scale the same.

    Basically, if you scale a 100 x 100 object made up of a tiled 10 x 10 image down to 95 x 95, the 10 x 10 image has to scale down to 9 x 9. Pixels don't have the ability to show just half a pixel. This means the first 2 tiles will be right next to each other then there will be a 1 pixel space between the next. This isn't an issue in C2, it is the nature of how pixels work.

    C2 has a way to deal with this by implementing "Seamless Mode." If you had read through the manual, you would have found the information about this here:

    https://www.scirra.com/manual/172/tilemap

    I hope that helps you out and good luck with your project.

  • This topic has been dealt with many times in these forums. A simple search of the forums would have shown a plethora of ways to implement a health bar. For example, take a look at my post in this topic:

    viewtopic.php?f=147&t=126613&hilit=+health

    There are also many tutorials covering this information. Take a look at this one:

    https://www.scirra.com/tutorials/447/health-bar

  • It sounds like the collision bounds on your boss character are set incorrectly. Double click the boss object to open the Edit Image dialog and on the menu on the left you click on the bottom icon. It looks like a bunch of dots connected by lines. This will display the collision bounds of the boss.

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  • Well, I'm not sure at what point you are using floor but, if you always want the data rounded down, you could just replace the round function to a floor function:

    floor(Variable * 1000) / 1000

  • Try this:

    round(Variable * 1000) / 1000

  • Move the "Set MosqOn to 1" action above the "Wait". What is happening is, you are starting multiple spawn events before setting the MosqOn variable. The Wait command does not wait to allow the system to continue processing, just the actions in the current event that are below it in the list. Since you are waiting the given amount of time to set the variable, the game loops through and finds all the variables still match the event trigger. With the "Trigger Once" condition, it will only trigger once while all the conditions remain true but once you turn the light on and off, the condition is reset.

    I hope that answers your question and good luck with your project.

  • If you haven't read it yet, take a look at this tutorial:

    https://www.scirra.com/tutorials/82/upl ... rra-arcade

    It states that most plugins are not supported so, if you are using any plugins, your game may not work.

  • mrbaldson

    This is an answer I have given many times on this forum:

    Construct 2 is a tool. It can be used to make nearly every kind of 2D game. Heroes Charge? Sure C2 can be used to make a similar game. However, the fact that you asked this question means you are not ready to attempt this kind of game. Before you start making plans to create your masterpiece, you need some experience with the tool and game design. Start by reading through all the beginner tutorials. Get an understanding of what C2 can do and how to use it. Build a few simple puzzle games. Only after you have COMPLETED a few clones of the old classics (tetris, pacman, astroids, etc...) will you be ready to make your game.

    So many beginners come to these forums with dreams of creating the next big game but don't want to take the time to learn a little about game design first. They almost always fail to complete their product. Don't fall into that same trap.

  • Take a look at the beginner tutorials. All of these questions are answered there.

  • There are multiple tutorials that show methods for wall jump systems. Here are a couple:

    https://www.scirra.com/tutorials/452/pl ... ll-jumping

    https://www.scirra.com/tutorials/975/co ... -wall-jump

  • I downloaded your file and opened it up to take a look. The first I looked at was the sprites collision polygon. The entire polygon has been pushed to the left side of the sprite and a little above the base. In your post you said,

    [quote:35ol991x]The sprites seem to be correct in their bounding box in the image editor...

    I am not sure what you looked at but, the collision polygon is the problem. Open the image editor and select the bottom item in the left side menu. It looks like a bunch of dots connected by lines and will say "Set collision polygon" when you hover over it.

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InDWrekt

Member since 19 Sep, 2011

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