deadeye's Recent Forum Activity

  • In the Event creation part of a layout, you can manually load an image using "AppPath +". For example, say I have a folder called 'Game' and have my .exe in there. I then create a sub-folder called 'images' and put a file called 'pic.png' in there. In the Event editor, I can manually load that image using "AppPath + images\pic.png". I don't have Construct in front of me right now so I can't give exact details, but that's basically how it works. The downside to doing it this way, though, is that once you go back to the Layout editor you can't just drag and align that image visually because the image is only loaded when the executable runs and gets to the event.

    What is it that you're doing that you would need to manually reposition the image after it's loaded? If you gave more details on what you're trying to make there might be a solution to help you out.

    And if you're taking about something common like replacing tiles or sprites within a game, then obviously the tiles or sprites would have to conform to your game specs before importing them or they wouldn't work. The objects that you've already put in the layout would still be in the same places... you're just loading different images to them. If they images don't fit then the game would look funny, sure... but that's the same for all games that let you replace sprites and such, it's not just a Construct thing.

  • Perhaps it would be more realistic, if you are changing direction, to add the deceleration and acceleration rates together. Then when you start accelerating in the direction of the arrow key you are pressing, it carries on at just the acceleration rate.

    Yes, I think that's the effect he's going for. It does seem strange that when stopping you slide say ten feet in the direction you were going, but when turning around you slide twenty feet. Turning around should make you slide less than stopping, not more, no matter what your acceleration is set to.

    Even if your acceleration was set to 1 you should slide just about as much when turning around as you do when stopping.

  • He's right, it does act funny. Stopping happens quickly but when turning around you sliiiiiiide for a long way.

    At higher acceleration and deceleration values it's not as noticeable, but since he's trying to recreate Sonic's movement, it's very noticeable.

  • Oh I have no problem with WASD... as long as there's a mouse in my other hand . Otherwise it just feels odd.

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  • I just made an example, but realised there's a small change in the file format in 0.98.4, and it won't load in 0.98.3 if I upload it... beh. Still, unbounded scrolling with Start of Layout - set Zoom to 200, 200 was working just fine.

    Here's the .cap Davioware mentioned, we were doing it exactly as you described:

    http://willhostforfood.com/files3/9756073/wonky.cap

    And here's a screenshot of what it's doing in case it actually is working fine for you:

    <img src="http://i42.tinypic.com/330qn90.png">

    What's happening is:

    1. The black bars

    2. Tiled BG objects disappearing when they get near the edge of the screen

    3. The pink sprite with 8Dir on it doesn't show at all

  • Er... beaten by Ashley but I'll post anyway.

    Play with the floor/air acceleration and deceleration until you get the effect you're looking for. For instance, setting the deceleration very high (in the thousands) will stop the player instantly upon releasing the key.

    If you want it to look like you player is turning around faster than he can stop, then set the acceleration higher than the deceleration.

  • i'm not so sure a doom/wolfenstein style shooter would be very attractive to users.

    You'd be surprised, the desire for retro styled games is pretty high amongst the indie crowd, and there's a shortage of retro looking 3D games.

    Sure, ********** gamers would be turned off by it, but... they just don't get it

  • People are more likely to play things when they're online.

    ...really? I must be a weirdo then

  • Ah, you caught me. Looks like I didn't delete my post quick enough

    Anyway, yeah... I'd just assumed it was the same as the Yoyo Games site, but I guess not.

  • I think the controls are fine except I would want spacebar for jump.

    Frankly, I'd like to see standard movement controls. In other words, the arrow keys. But that's just me

  • Yeah, there's that Crazy Bump program

    As for including other means of creating normal maps, I think that would be beyond the scope of the wiki. That'd be like having information on how to draw game art on the wiki page for the Sprite object. A normal map is game content, not a Construct feature.

    If you google for info on how to make normal maps though I'm sure you'll find plenty.

  • If you want Bounded scrolling up to the edge of your level along with 2x zoom, you can do that by creating an empty buffer space around the edge of your layout. So if your window size is 640x480 you'd need an allowance of 320 pixels wide at both the left and right edges of your layout, and 240 pixels tall at the top and bottom edges. It's kind of a pain to set up that way though, so Unbounded scrolling might be the way to go.

    Or you could fake boundedness with Unbounded turned by following the player with events (instead of the Center View checkbox), and if the player is outside of the area you wish him to be followed, stop following him. That would probably be the easier solution.

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deadeye

Member since 11 Nov, 2007

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