deadeye's Recent Forum Activity

  • Wow, you dragged a mirror all the way out to the beach?

    hehe, jk

  • You can change an application to a game via application properties, also.

    Ohhh, now I feel stupid.

    No really, I didn't know you could do that.

  • A couple things might be broke or inaccurate for v0.99.+ but the basic theory behind the double-jump will work the same

    You should go through the tut using 0.98.9 though... the player controls are all broke (unless you want to go through each control event and change all the controls to Player 1 ).

  • You need to use the actual angle() expression here. You've just typed this in the angle box:

    Sprite.X, Sprite.Y, MouseX, MouseY

    and you need to type this:

    angle(Sprite.X, Sprite.Y, MouseX, MouseY)

    the angle(x1, y1, x2, y2) thing is an expression that gives a number that represents the angle between the two points of Sprite.X, Sprite.Y and MouseX, MouseY. It's a math function that's figuring out the angle for you based on those four coordinates:

    <img src="http://i28.tinypic.com/2llj7e8.png">

    For more information on math expressions, check out the wiki.

  • Is there a way to make it slide ONLY if your holding the direction of the wall?

    Yes. Add conditions to your events that check both if there is a wall to one side and if the corresponding key is being held down.

    Something like this:

    + Control "Move Right" is down
    + Sprite is overlapping Wall at offset (2, 0)
    + Whatever other conditions
    
    + Control "Move Left" is down
    + Sprite is overlapping Wall at offset (-2, 0)
    + Whatever other conditions
    [/code:dys30cu1]
    
    Edit:  Beaten by mere seconds!  But whatever, I'm posting it anyway
  • I assume you mean with physics behavior.

    + Always
        -> Sprite: Physics: Set torque 1000 towards angle(Sprite.X, Sprite.Y, MouseX, MouseY)
    [/code:30maf5fp]
    
    The angle(x1, y1, x2, y2) expression gives you the angle between two points.
    
    You're also probably going to want to set the angular dampening in physics properties to 100%.
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  • You're using the Application runtime rather than the DirectX runtime. Application has no graphics support. When you're working with the App runtime you don't get any graphics objects available in the Insert Object list. The fact that you were able to get sprites into an App layout is a wonder in itself... did you copy/paste them from another .cap or something?

    Anyway, this is what you want:

    <img src="http://i25.tinypic.com/2igge47.png">

  • Upload the .cap that you're having trouble with so someone can have a look.

  • That's correct, it only really becomes a problem if you're checking overlap for hundreds of things in the same tick.

  • It could be that your graphics card doesn't like the non-power of 2 texture size of 44x44px. It looks like the same sort of offset-by-one glitch I used to get with my old card.

    Do a test using 32x32px or 64x64px tiles and see if that gives the same effect.

    Alternately you could try updating your graphics card drivers, that helps some people out. And if you like you can PM me your .cap (I won't steal it... I promise ) and I'll see if it does the same thing on my machine.

  • In the driving demo the zoom is based on how fast the car is moving.

    If you want to zoom over time, then you have to change the zoom amount over time.

    If you want to zoom over the span of 3 seconds based on a key press like you posted then you can try something like this:

    + Key "Space" is down
    + System Compare: ZoomX less than 200
    + Every 30 milliseconds
        -> Set zoom (ZoomX + 1, ZoomY + 1)
    
    + NOT Key "Space" is down
    + System Compare: ZoomX greater than 100
    + Every 30 milliseconds
        -> Set zoom (ZoomX - 1, ZoomY - 1)
    [/code:3u9lo40g]
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deadeye

Member since 11 Nov, 2007

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