Rhindon's Forum Posts

  • Yeah, I think that's what I'll do. If only to ensure that I know what I'm plugging into my game. What you have there kinda makes sense, but I guess the Custom Controls would be a better bet.

    Thank you for your input and help, though! :D

  • I'm trying to follow along here, but I'm a tad confused...

    First, I'm not sure if this was the same issue Weishaupt had, but I'll explain my situation...

    I want to have two control types. The more traditional way which is to have the layout/layer in a fixed view. It doesn't rotate while the 8Direction behavior makes the character turn every which way.

    Alternatively, the second option is to have the character in a fixed angle, while the layout/layer rotates respectively...similar to MODE7 on the Super Nintendo.

    I am thinking I could manipulate the Set Angle action for the layer by adjusting it relative to the angle of the character. However, so far I cannot think of a way to do this since I'm figuring I have to set the angle of the character to a constant of 270 (or whatever I choose).

    Any suggestions/clarifications?

    Thanks!

  • In using the 8Direction behavior, I want to add a feature where the character will walk backwards by holding down an additional key (ie: shift).

    I've tried several different iterations with only one moderate working example.

    Right now, I have it set up as follows:

    • KEYBOARD: Shift is down

    -- Sprite: Set mirrored

    That, obviously, reverses the image while the directional controls remain the same.

    If I added the use of Sprite: 8Direction Reverse, it acts as if it can't make up its mind on whether to keep moving ahead or to change directions.

    Basically, I'm trying to get it to where holding right will cause the character to move left, etc. while the shift key is down.

    Alternatively, I could set it where I use Simulate Controls, but I'd like to see if there's something I'm overlooking and if there's an easier way.

  • I saw that! :D I'm finally able to get it downloaded...

    Thanks again, Asley!

  • Ashley - Hmmm. Okay, I think I can see how I'd do that. I'll have to study up... Thanks! :)

  • Ashley - Thank you, sir! :) I appreciate the confirmation. I'm so looking forward to it.

  • Would it be possible to have an event/action option to change the "Set angle" movement for the 8Direction behavior in-game? I want to create a control option where the player can adjust the movement of the character to his liking. I also want a way to test the differences in-game without having to constantly start a new demo.

    Thank you! :)

  • Burvey - That makes sense. Thank you. :)

  • Ashley - I guess you're the best one to ask about this.

    Thanks for your help, sir! Loving all that you and the Scirra Bros do!

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  • Is there an entry for the new tilemap feature in the manual? I can't find it.

    Thanks!

  • pirx - LOL I know, I know. The revival of Christian gaming is sure to make even the most lax of non-believers do a double-take, I'm sure. But my aim is to take a slightly different approach. The obvious nature of the Biblical factor in any of my future games will vary, but I still hope to make games that are as engaging as any other we see out there. I lack the words to explain better, but I assure you, I'm going to do my best to make my games accessible to any willing to give my games a chance. You need not be "religious" to enjoy what I have in mind. :) I'm a gamer like anyone else.

    I'm curious, if you don't mind telling, what's your reservations about "Biblical" and "game" being in one idea? :)

  • NotionGames - Thanks, Andrew. The two main points of consideration right now are ironing out the story line and having a viable plot, and deciding whether to stay with Construct 2 and the 2D engine or move it to Unity for the 3D. Ultimately, gameplay will still be 2D, but I am considering that the 3D environments will lend itself nicely to what I have in mind. (But I'm nothing if not a faithful man - Scirra is still my home game making source. So there's the emotional factor, too! LOL)

  • Operation PAS is a stealth-action game that focuses on Finn, a young boy whose journey from doubt to faith in God literally has him traveling back to ancient Biblical times! He'll have to outwit Pharaoh's armies, the Pharisees and other religious elite, bandits in the wilderness, and more. Being a boy, Finn isn't much of a fighter, so he'll have to rely on his cleverness, observational skills, and FAITH to avoid his opponents if he ever hopes to return back home.

    The game will feature retro-style stealth gameplay similar to the original Metal Gear, as well as environmental features from games like Splinter Cell, where sight and sound will be factors...and more!

    I don't have a whole lot to share for content at the moment other than a video on my game's Facebook page, but here are the addresses for my three main points for updates:

    Facebook: https://www.facebook.com/OpPASgame

    YouTube: http://www.youtube.com/channel/UCn1vIhK21FbhmUV0xuNjlTA (Note: There is PRESENTLY no content for the YouTube channel for the game as development for the game is still in the planning stages. That'll change, of course, as things progress.)

    Twitter: https://twitter.com/OpPASgame

  • ramones - Dude, I can't wait to have insight like you do. I'm slowly getting the hang of reading C2 like it's nothing, but THINKING in C2, that's still another story. Thank you again!

  • Looks good! Except now the layers, themselves don't scale...just the CharFinn object. I'll look over it, but maybe you can see what happened?