justifun's Forum Posts

  • add a "trigger only once while true" to the condition that checks if its incorrect

  • Thx, I'm stuck at work and just brainstorming possibly solutions while I wait for things to happen around here.

    I wasn't sure if physics objects "collide" with each other same way in the engine as 2 sprites overlapping "collide"

  • There's no screen shots, concept art, and only a vague description of the overall basis of the game. I think you need to provide more details before asking for money. Especially if its for a tablet. You should invest in a concept artist first or something. Design the game first before testing on final devices.

  • If 2 physics objects (grenade and ground), can i use the "if collision at offset" action to determine if its going to hit the ground or not?

    eg: if i throw a grenade, can i use if collision at offset Y 20 to check below it before it hits the ground?

  • Appmobi only starts charging you money after you have over 10,000 users. and then its only on everyone from 100001 on wards, so you get 10,000 for free basically.

    As for steam, you can already submit games to steam, but right now you can't add any steam API features because that isnt integrated into C2 yet. i imagine it will be now that it got approved on steam greenlight.

  • Give it a shot with the latest beta R115 and see how the performance is now :), should be much better.

  • The easy way is to do a system compare in the Y of your player and the Tree for example.

    put the image point of the tree at the bottom of the base of the tree

    system every tick

    ->player.Y >= tree.Y - player move to top

    else player move to bottom

    this will always put the player in front of the tree when he's lower than the tree's Y value and appear in front of it.

  • 1080P is a good widescreen resolution. Or stick to 768 if you are going for Ipad gaming. Aim for making graphics for the highest resolution of the largest device you are targetting.

  • You get a nice little badge in the forums if you have purchased construct.

    Speaking which... where's my badge? doh! :(

  • Isn't there a masking webGL effect?

  • You can make it one button, and simply give it 2 frames of animation. One for the "Up" state and one for the "Down" state.

    then use on pressed goto frame 2

    on released goto frame 1

  • If you need them to overlap. you should hide one, while showing the other, and then switch them after pressing it.

  • I'm trying to build on this example to allow the player to hop up onto a isometric platform - like a crate for example.

    I imagine you'd have to create an object representing the top of the box, and when the player comes in contact with it, snap the shadow to the players position and re pin it together again? Or is there an easier way to accomplish this.

    On top of the box the player should be able to move around in 8 dir again, and when they walk off the edge they drop down to the ground again.

    any ideas?

  • Stop on Attack:

    Simply disable the input control while executing a attack animation

    if you are using the "platform behavior" for example, simply enable the

    Set ignoring input action to disable

    and re-enable it at the end of your animation (you can use "on animation end" or compare the current animation frame to what ever frame number you want him to regain control on. eg: if on frame 10 of the animation set ignoring control to false

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  • Its probably cause its late and i my brain is not working....

    but lets say you have a 2D beat em up game like battle toads etc.

    and you have a crate in the middle of the room.

    So far i've been using a simply translate on the X and Y of the sprite to move it around the level, and collision boxes around objects i dont want them to walk through.

    But how do i get them to jump up on top of the box?

    Do i put the jump animation into the sprite instead of moving the sprite, and then do some kind of math once its on top of the box to now make the character walk around on the top of the box?

    or is there some way to use the platform behavior and create areas like the top of the box for the character to be able to walk around on, in which case, how do you fake the isometric ground of the top of the box?