Palourde's Recent Forum Activity

  • Thank you ! Feedbacks are always helpful, and good feedbacks are also pleasant ^^

  • Hello everyone,

    Im currently working with a couple of friends on some kind of Topdown shooter where the player controls a capital ship.

    Here's a video from the current prototype, showing some gameplay :

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    A lot of things are still missing, like the majority of the sound design.

    The gameplay aims to be very arcade with some basic "aim & shoot" system, but with a variety of offensive and defensive abilities, all quickly accessible and easy to use.

    As you can see in the last part of the video (starting around 3:45), larger enemy ships have a dedicated damage system : you can damage and destroy the different parts of the ships in order to cripple them. This is also true for the players ship : every part of the ship can be destroyed separately, leaving the player with malfunctionning weapons, thrusters and even some HUD elements like the radar.

    The game still needs a lot of work and many gameplay elements needs to be refined, but Im planing to release a playable version of the prototype this year in order to have some feedback !

    I will also try to post updates here from time to time.

  • Hello everyone,

    Im trying to use the "set tile with brush" action in order to let construct draw tilmaps quickly on startup, based on a minimalist tilemap that serves as some king of guide for a more comlpex one. Its working just fine, but only if I use just one 16 and one 47 brush.

    For exemple, if I create a second 47 tiles brush for the same tilemap object, the "set tile with brush" action on startup will either not work or results in a black screen on startup.

    I create a minimalist Capx where this problem can be tested :

    1drv.ms/u/s!AkLLauK5GG7Cg8shHU7_hoi65pncDQ

    On startup, every tiles are tested on a first tilemap that serve as a reference for a second tilemap. The first tilemap stays invisible and the second one "draws" with its own tiles in order to copy the first one.

    Try to change the brush in the action "Set Tile with brush". Brushe 0 will not work at all, Brush 1 will work and Brush 2 will show a black screen.

    All this 3 brushes are yet exactly the same 47 brushs.

    [EDIT] i updated the capx

  • Thanks à lot !

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  • Hello,

    When using the "Call function from Map" action, I want to forward more than one parameter. I do not find how to enter more than one paremeter index in the "Forward parameters" option. I tried : 1,2,3 (1,2,3) [1, 2, 3] ... but nothing else than a single number seems to be accepted by the dialog box.

  • This is not exactly what im trying to do, but this tutorial is very helpfull, thanks !

  • Thank you, its working !

    It was a bit hard to this in a loop, but I finally found a solution. My instances are created by a first loop, in order to place them correctly on the layout. I found that it is not possible to create the joints during this loop, because construct need to wait for the next tick. I created a second loop, launched right after the end of the first one, but after a "wait 0 second" action. This second loop creates the joints between the instances created by the first loop.

  • Hello,

    I have an event that creates a variable number of a SpriteObject, and I want these objects to create prismatic joints between them. The idea is that Instance(1) is bound to Instance(2), then Instance(2) is bound to Instance(3), etc.

    All these Sprites are just different instances of a same SpriteObject. I do not find any way to pick a specific instance in order to create the joint with another specific instance of the same object.

    Is this even possible ?

  • Thank you,this is exactly what I needed !

  • Hello,

    I want to retrieve the angle of motion's value from a PhysicObject. This expression is not available in the Physics Behavior expression list, but maybe I can found it with some math ?

  • Hello,

    You can disable the collisions between two specific Pyshic objects. Pick one and use the action "Enable/Disable Collisions" in the Pysics actions category. This lets you choose what other Physic objects should be ignored by the first one.

  • Thank you,

    This is a solution I already tested, it works most of the time but also has some issues. I will use this if I do not find a better solution.

    To get the absolute velocity I use sqrt(Object.Physics.VelocityX^2 +Object.Physics.VelocityY^2)

    I didnt know that could use distance(x,x,x,x), thanks !

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Palourde

Member since 14 Sep, 2016

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