deadeye's Recent Forum Activity

  • I would love to make games for the iPhone, but I don't have a Mac

  • It flickers due to frame-drop, because there's a lot of effects going on in the scene. And the low-res looking bit is because the scale on the plasma object's texture is bumped up to 5.

  • You could fake it with black bars.

    I had an example a while back that showed how you can change the x and y zoom by different amounts to go from 16:9 windowed to letterboxed 4:3, but ioj ate my fileshack file when they bought the site and I don't have a backup.

    Basically the example had a layer on top with black bars at the top and bottom, only you couldn't see them in windowed mode because they were off the edge of the screen. Then if you go to fullscreen, there was a quick check to test the aspect ratio of the player's monitor based on their system's screen resolution. If it was a 4:3 screen, it resized the resolution accordingly, and the black bars would then be in view.

    If you have a layer with a HUD you might need to manually scroll it down or something. And you might need to mess around a little with centering the view on the player, unless you have unbounded scrolling.

  • I agree, it plays really well and has some nice looking effects.

    I think the plainness of the ground and the floating mines kind of detracts from the other art though, which is super polished.

    I got a silver trophy though . Working on gold...

  • As far as I know, "Set animation" works just fine. Post a thread in Help/Tech before you post a bug report.

  • What if you're using character animations that should make the hit-box a different shape? Like a taller, thinner character that needs to lean forward while jumping. Or maybe the character's arms swing outside the hit-box while walking.

    Well, you just have to be careful about how your sprites. If you want something that's pixel-perfect for your character, it's probably not going to happen unless your character is a square. As a general rule of thumb I make an "average" of the body and head, and just ignore anything that pokes out beyond that. I don't think armsor legs or guns and such in games look all that odd poking through walls... it happens all the time. When it starts looking weird is when heads and bodies start poking through the walls.

    so you don't have to worry about rubber banding off of walls or hanging off a ledge by your nose.

    Hehe, that hanging by your nose thing always bugs me in games

  • Your tutorial looks slick as hell .

    I think it might be a little light on info though. Perhaps more text boxes that you can click "next" on or something to fill out details. Maybe go into the difference between moving a regular object by x/y and moving a physics object with Add or Set Force, or the difference between sprite rotation and physics torque, etc.

    And I like the interactivity of it, perhaps you could include some more hands-on stuff like knocking balls around or stacking boxes. Things like objects of different masses colliding are easier to see when there's more than one object involved.

    Really nice start though, I can't wait to see more

  • It looks like it's borked. The vertical platforms used to be smoother, and Platform attribute worked as well (now the player falls through when it's moving upwards). Perhaps there was some change in the Platform Behavior that caused it to not be quite so smooth...

    Also, it looks like the Platform behavior registers "is jumping" or "is falling" while on a vertical platform. Maybe that's the problem... if the Platform behavior is "on ground," then perhaps it should automatically override jumping/falling status? I don't know... seems logical to me, but there might be cases where you don't want that to happen.

  • Short answer: Construct doesn't have 2 player controls support yet.

    Longer answer: You can "Set ignoring input" on the player 2 object, and manually move the object with the 8 Direction behavior's actions. Here's an example:

    http://willhostforfood.com/files3/163555/2player.cap

    Move player 1 with arrows. Move player 2 with WASD.

    You won't get the full benefit of the turning and angling and such that the 8 Dir behavior normally has without some custom events, though.

    Edit:

    Also, for some weird reason, it seems player 2 is slightly slower than player 1 even though they should be going the same speed... strange. I guess I'll have to report that as a bug.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The next lesson is finished. I think.

    • [url=http://www.scirra.com/phpBB3/viewtopic.php?f=8&t=2154 [list] Making a simple enemy that patrols back and forth. Subjects include Containers and spawning.

    This one only covers the very basics of Containers. As I stated in the tutorial, I strongly urge everyone who doesn't know what a Container is to read the wiki article. <-(That's the link! Click it!)

    As usual, feel free to ask questions here in the thread. And if there's anything you think could be expanded on in this tutorial, let me know. I'll be doing "intermediate" enemy AI in the next lesson, and we're not going to get to the actual fighting until lesson 9.

    Enjoy .

  • Okay... as I explained in the tutorial, the platform behavior will "push out" of solid objects when it's intersecting. That's just how it works. If your animation is uniform... no problem. But if your animation frames change size, as most do, then you could go from not intersecting on one frame to intersecting on the next frame, and viola... your character has magically teleported to the top of the wall. You need to keep the collision box uniform to avoid this. Using a separate object as the hitbox is currently the best method to do so.

    However, that's just a quirk of the Platform behavior, and just one of a few reasons why you might need to use a separate object.

    If you're doing something like a space shooter or whatever, you probably won't need to use a separate object at all. It depends on what the situation calls for.

    So... what's your situation?

  • Put them in a container with your perushyewatever objects:

    http://willhostforfood.com/files3/23259 ... ainers.cap

deadeye's avatar

deadeye

Member since 11 Nov, 2007

Twitter
deadeye has 1 followers

Trophy Case

  • Email Verified

Progress

17/44
How to earn trophies