signaljacker's Forum Posts

  • You can find it directly above "set immovable". Immovable is a bit different from disabled - physics objects set to immovable simply don't move but other physics objects still interact with them. If you actually disable the physics on an object however then other physics objects will no longer interact with it and this can sometimes be beneficial as a lot of physics objects on screen at once can slow the game down. It all just depends what you need anyway I did a quick example which shows you how it works with physics disabled on collision example

  • All you need to do is put an event in that disables the physics behaviour of the knife as soon as it collides with the target. So your events would be something like:

    (Event)

    For Each Knife

    Knife is overlapping Target at offset -10 (this will ensure the knife overlaps the target by 10 pixels and looks like it has pierced it)

    (Action)

    Knife Set Physics Disabled

    That should stop the object but retain the angle etc.

    The only issue with this method is it is indiscriminate about which part of the knife sticks into the object (so if the handle hits the object it will still stick in)

  • I would like to know how to do this too - the only way I've worked out is really stupid and involves setting everything to have platform behaviour and then using the "has wall to left/right" conditions like this. But it doesn't seem like a good way to build things and I bet having a platform behaviour on everything will slow the game down.

  • It could be done several ways, here is one example.

  • Ahh yes, I see what you mean now. I believe construct classic had the condition "object overlaps point" which appears to be missing from construct 2 at the moment. Hopefully soon we'll have a more robust collision system.

  • Hi, I'm not quite sure what you're trying to do, but is it necessary to find out where the ball is on the actual slope rather than the screen itself? If you just track the x and y coordinates of the ball on the screen then you should be able to use that info to do various things - for example you could pick a slope nearest to the ball and then spawn an object at the ball's current x & y coordinates.Example I may be missing the mark here, but it's hard to tell without knowing more about what you're trying to achieve.

  • Just use a low pass filter, this filters out the higher frequencies and leaves the lower bass frequencies which is normally what you hear when you're standing outside a nightclub. Even the default frequency on the low pass filter construct 2 uses of 350 will probably make a pretty convincing effect, drop the number lower to cut out more frequencies in the higher end of the audio spectrum if necessary.

  • I've noticed construct is a bit picky about its wav import. Are the files mono or stereo? Are they 16 bit? I'm not sure of the specifics, but in my experience exporting a 16 bit stereo wav file out of audacity or any other audio program works fine, other settings give mixed results. If you've downloaded the sound effects from somewhere try re-exporting them in your audio editor and it should hopefully do the trick.

  • It's hard to tell without looking at a .capx - but have you tried something like floor(lerp(Self.width,Self.Width*2,dt*self.scrollspeed)) - not 100% sure of the syntax - but using floor will force integers rather than fractions, which is what could be messing up your sizes perhaps.

  • Thanks, this is a really great resource!

  • I tested this in Chrome and it looped fine, but then when I tested it in IE there was a short gap like you said. I'm guessing this is an issue with how different browsers implement audio rather than an issue with Construct itself - have you tried on different browsers?

  • Asha, there's an article here on some good practices for creating game graphics it goes into a bit of detail about power of two images - they aren't mandatory, but it's good practice to use them from both a memory usage and compatibility standpoint. Here's another article that goes into more depth about power of two images and why it's a good idea to use them. I've found it's sometimes a bit frustrating to conform to these rules, but eventually you learn to work within the confines and it can be quite rewarding. As for the resolution of Constructs screen, I'm not sure. I do my game graphics in 72 dpi, I don't see a need to go higher, but it's possible that using higher resolution images wouldn't affect performance (they would affect game size however).

  • There are advantages and disadvantages to both vector and raster graphics, but as far as I know Construct 2 only supports the latter (someone please correct me if I'm wrong). I do all my art in Photoshop as it allows for far more flexibility in style, the hardest part is thinking like a game developer (making sure your images are power of two sizes etc). So yes, Photoshop is ideal for making art assets for most games, I would only ever use vector graphics if I were aiming for a specific style or needed to manipulate the images in certain ways (eg scaling without image degradation) or for other technical reasons such as size/memory usage. Flash is built on a vector graphics engine so it makes sense that flash games would use vectors, but outside of flash games it isn't the norm.

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  • You could try something like this https://dl.dropboxusercontent.com/u/70305965/push2.capx - its a very basic example, and only good for the simplest of uses, it will fall apart if you try and animate the character whilst pushing and you'll notice the box will move slightly if you jump on it, nevertheless something like this can be modified a bit with some further variables to fix such issues.

  • Ahh yes, I understand now. I can't seem to find a way to do it either, I thought perhaps making a custom particle system that spawned particles along the width of the base might do the trick, but it yielded similar results when the base is rotated to anything other than right angles. If there was some way to offset the x and y values along the width of the emitter object as it is rotating I guess it would do the trick, but something like that is way out of my league.