Lou Bagel's Forum Posts

  • Try removing the quotes from around the variable.

    For example you have:

    mysql_connect("$host", "$username", "$password")or die("cannot connect");

    Believe it should be like:

    mysql_connect($host, $username, $password)or die("cannot connect");

    In PHP $ signifies the start of a variable. " signifies the start of a string. So "$ signifies the start of string starting with a dollar sign, not a variable.

  • To turn physics into a top-down model don't you just need to turn off gravity?

  • oosyrag The Bullet behaviour does not do what i need it to do, Instead of hitting and landing on the ground it passes through my ground but when i do stop it, It does not look as natural as im trying to imitate.

    The only thing i seen that makes it happen is physic and i am trying to avoid it since i cant use it.

    I do like the bullet but is it possible to stop the bullet in a way that looks good and not forced.

    Try adding an event that would disable the bullet behavior when the pieces are overlapping the ground or wherever you want them to stop

  • I think there is actually a typewriter example that comes with Construct as a template (if not I found it as a tutorial, or I could share later).

    I would start with that and then speed it up if button pressed/is down.

    Basic process is just a txtSource (offscreen) and txtDestination. Start of function will place your desired text in txtSource and every tick will update txtDestination with another letter. I think it was

    Every Tick

    -txtDestination = txtSource.length(txtDestination+1)

    Could have change it to an if else scenario with +2 as the faster one

  • I'm gonna call it like it is:

    All ten of you that viewed this post so far but didn't share your bazooka are real jerks

  • A sprite of one that is. If anyone has one handy I have a cool idea that just hit me and I can repost a capx (or link to playable) in probably like 10-15 minutes.

    Also, a town, building, or some kind of scenery or else he won't have anything to blow up.

    I think it would be neat for all to see to say the least . . .

  • You have very good work but I like your profile pic the best, ha, it makes me ashamed of mine . . .

  • ...after playing around a little with the grenades this actually makes me want to make a game with a totally destroy-able environment. Imagine instead of Toad a guy with a bazooka completely wrecking a city . . .

  • Sorry it took a little while, I was at work before.

    ...and I took a little time to make the capx fun (for me at least):

    https://www.dropbox.com/s/z4erazryf5tb0 ... .capx?dl=0

    I organized and commented everything to try and make it easy to follow but feel free to ask me any questions!

    Enjoy!

    *Note: The images were obviously taken from Mario 2. I hope that doesn't get me in trouble anywhere as this was only for learning purposes.

  • I'm not near Construct right now but I would wager

    On Space

    -Erase Tile: PositionToTileX(CharacterSprite.x), PositionToTileY(CharacterSprite.y)-1

    Or, if tile size 16 then PositionToTileY(CharacterSprite.y-16)

    I can take a look in Construct later and be more exact but that's the idea.

    Also, I would actually wrap it in a function so you can reuse it later

    On Space -> Call.Function("eraseTile", PositionToTileX(CharacterSprite.x), PositionToTileY(CharacterSprite.y-16))

    Function "eraseTile"

    -Erase Tile

    --X = function.param(0)

    --Y = function.param(1)

    But if you aren't familiar with functions start the testing without it

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  • In the manual there is an action for erase tile:

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

    So the only other thing you need is a reference of where your character is on the tilemap, which I assume the second expression on that page will work -> PositionToTile

    Then you would have to add 1 to the Y tile so it destroys the tile underneath the character's feet.

  • I was actually trying to help someone else answer a question for choosing a random animation. If there was a count expression you could simply do Play Animation: "Animation"&ceil(random(0, AnimationCount)) and name them Animation1, Animation2, etc.

    Yes, it is not that useful, as opposed to just counting yourself, but I always appreciate it when setup to avoid manual input and oversight, when adding/removing animations in this case.

    More specifically was thinking Idle animations so add a folder for all the Idle animations and name them Idle1, Idle2, etc and find a way to do a count for the animations in that folder

  • I'm not sure how to tell what is wrong but I check to make sure you have all of your settings and formats correct:

    https://www.scirra.com/manual/52/import-audio

    I'm not audio wiz, I've only used audio files a few times in Construct. One time though a file didn't have the optimal settings but I figured hey I'll try it anyway. It worked fine in my browser and I forgot to change it and later when pulling it up on my phone it made horrid noise (like a dial-up modem or a fax). I can't find it right now where I read what the optimal settings are but since the link I sent is part of the manual I assume the bits and Hz displayed in the image are recommended.

  • You could also do the same time of thing based on score, if you prefer it get harder based on that instead of time.

  • Could you just do:

    1st Key is down & 2nd key is down?

    And add the Trigger Only Once if you want it to only run once when both keys are down?