PixelRebirth's Recent Forum Activity

  • Crop the graphic of your ball sprite in the picture editor, so there is no more empty space around it. Also do center the hotspot there.

    Secondly your settings of the ball behavior don't work very well together. Try a higher max speed (like 1000) or lower the gravity, if you want to have it moving really slow.

  • I like these examples a lot!

    After reading an article I found through abhilash2863's blog, I had a go at it myself. I tried to stick to the method as it was being described as closely as possible.

    Also I couldn't resist and used the newly released Data Structures plugin to create the "miners", which seemed like a weird idea at first but worked out surprisingly well:

    <img src="http://dl.dropbox.com/u/2306601/cavetest.png">

    I didn't manage to get the cave completely cleaned up yet as you can see, although most of the cluttery parts have been eliminated.

    I want to have another try at it, probably solely using the S plugin. Once I'm satisfied I will also post the cap.

  • Families are also a good way to solve this. Eventually you won't be able to put everything that is supposed to have damage displayed into the same family though, or you just plain don't like to bother with families. Personally I'd probably prefer to simply pass parameteres of whatever is being damaged to the function. But you know, whatever works.

    The way you used a lot of globals there though confuses me a little to be honest. You use them to temporarily store the data of the current enemy? Of course I don't see the whole picture here, as there are only snippets of the event sheet, but I think you could be more efficient about it.

    The enemy being attacked is going to be picked anyway, why is there the need to temporarily store its stats in globals and calculate the actual damage from that? It seems like an unnecessary step.

  • Tulamide answered all questions perfectly. It was probably a bit shortsighted to make the example "hardcoded" with the 'BadGuy'-Sprite. I was mostly concerned with the method of displaying the numbers correctly.

    But yes, Tulamide said it all.

  • Oh, how unexpected. The MOD object was a pain in the ass to be frank, this should come in handy. Thank you so much R0J0hound!

  • So awesome once again Arsonide! Data Structures plugin will prove incredibly useful! My head is already spinning with ideas.

  • Okay, I decided to make this into another blog post. This one was particularly exhausting, I didn't realize there was so much to explain, haha.

    We Construct Blog - Forum rescue #004: Bitmap font damage

    I hope you'll be able to grasp the concept from this (cap files are included).

  • Actually, I don't get it . It looks complicated... Can you make a cap file with using my bitmap font please ? The MAX Damage is 999999 (6 digits).

    No worries, I'll make an example cap for you. Just be a little patient, this weekend seems to be a bit busy.

  • So your main problem is how to use your bitmap font in the game to display the actual damage? I suppose you might have heard of the SpriteFont plugin, which does a good job in many cases, but it sometimes also does crash I'm afraid.

    I would suggest you do it simply with events. Using some text expressions and a comparison string it's not that hard to get a custom bitmap font working (check this older thread).

    When you are dealing only with numbers, you could do it even simpler. Just iterate over the individual characters, and spawn the number sprite on the respective frame.

    Like that for example: DMG 135, taken apart to 1, 3, 5. Now you could just create three instances of the number sprite in order. One on frame 2, the second on frame 4 and the third on frame 6. Assuming you have your frames in order 0, 1, 2, 3, 4... which you should have of course. You have to add +1 cause frames aren't 0-based and start with the first frame on 1.

    I realize this probably sounds terribly theoretical. If needed I will cook up a proper example of what I mean when I have time later.

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  • I made a tutorial-like blog post providing an example on how to create such "nests":

    We Construct Blog - Forum rescue #003: Respawn an enemy

    Hope that is helpful!

  • Why is there the restriction of having to use one layout only in the first place? I don't think anything is gained by this limitation.

    That said, I like the general idea of the competition. Like others I'm a bit on the fence with having to provide the source though.

  • Nice to see the few issues with r1 being fixed so fast. Thx guys!

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PixelRebirth

Member since 26 Mar, 2008

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