justifun's Recent Forum Activity

  • Every Tick

    Set HudDeath Opacity to ((Player.X/LayoutWidth*100)-100*-1)

    So if the screen is 1200 units wide and the player is at X=720 then it should be 40% opacity

    or 0% opacity when the player is all the way over on the right side of the layout and 100% opacity on the left side of the screen

  • I find myself always wanting to use my mouse wheel to scroll the event/action picking window when it pops up, but for some reason mouse scrolling doesn't work in those windows.

    repro: open the event or action window and try to mouse wheel scroll

  • Awesome!. I look forward to future videos!

  • Here's part 1 of 4 for a tower defense tutorial

    youtube.com/watch

    its basically what you are asking, but then all you would need to do is add control to the player and the ability to shoot back i guess.

  • Not sure if these numbers correlated directly with C2's velocity numbers etc, but i thought it was neat so i'm posting it here.

    piratehearts.com/jumptuner

    Its a HTML5 based interactive jump calculator, which allows you to tweak the height/speed/distance of a character's jumping ability.

    It lets you know the various speeds etc down below

    eg:

    // Values are in pixels per second (velocity)

    // and pixels per second squared (acceleration).

    const MOVEMENT_SPEED = 586.00;

    const INITIAL_VELOCITY = 2201.61;

    const GRAVITY_RISING = -12057.40;

    const GRAVITY_FALLING = -5070.53;

    Are the numbers for the platform behavior based in pixels per second in C2?

    Haven't tested it myself yet....

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  • Its probably better to make it dynamically generated if you are going for a "endless" mode. But you can do it as on long layout as well if you want specific placement.

    If you are going dynamic....

    Create a set of obstacles (or one sprite with different frames of animation (each frame is a different obstacle))

    then generate them off screen and various different intervals and heights. Then match their translation speed the same as your background so that they appear planted.

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  • Have you double checked that their collision boxes are set to rectangles? Sometimes it will try and guess the shape and make it some kind of polygon.

    Right click one of the collision box points and choose "set to bounding box"

    If that doesn't, depending on how your game works, you might need to overwrite its vertical movement to force it to do only what you want.

    Sounds like its colliding into the other objects and when two solid objects are inside one another one of them will jump as you've described it.

    can you post a .capx for us to take a look at?

  • that would be really easy if they were all on the same computer, but now your getting into internet multiplayer which is a lot more complicated.

  • I've used this before and it works well.

    On keyboard *NOT* pressed Left Arrow

    AND

    On keyboard *NOT* pressed Right Arrow

    AND

    On keyboard *NOT* pressed Up Arrow

    AND

    On keyboard *NOT* pressed Down Arrow

    -> Play Idle animation

  • give the sprite object an instance variable called coliddedUID

    Sprite On collision with other object

    ->pick nearest (enemy)

    -sub event->system compare 2 values

    sprite.imagewidth*sprite.imageheight <= enemy.imagewidth*enemy.imageheight

    -> do whatever ever action should happen if the sprite is smaller than the enemy it hit

  • They are called plugins or behaviors.

    Here's a list of all of them

    scirra.com/forum/topic47002.html

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justifun

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