Aher0's Forum Posts

  • made a card game, more specifically shit head... (pardon the language) not seen this one since neo pets..(depressing)

    the trouble is when you can't go, you must pick up.

    I made it so on "pick up" touched "empty" is set

    on "empty" set each card overlapping the "pile" is transferred to your hand. got it so it doesn't overlap with a function to...

    (err i hate functions... thats the answer isn't it.... i tried it and c2 crashed so still goina post)

    ...move a placement cursor. this works if there is no end to the loop, but stops the game.

    If there is a condition, even a "pile" has nothing overlapping event. it just stops after removing 1 card

    construct 2 seems to be powerfull to a certain extent of logic... you can see y i re frame from using unity if i get these problems in 2d

  • got a problem, the easiest way to phraze a question is to post an example

  • i will do, this will be great. i can see how epic it would be to use spriter, actually the first question i asked on this forum was how to merge spriter with c2! ... no1 answered lol.

  • is spriter the program from steam? I got it but never really used it in favor of the art from construct 2... shame there's no way to rotate individual highlighted parts from the drawing scene. it would make the animating so much easier

    also in construct, you should be able to say, animation is playing frame 1 set variable to 3. eg:

    animation frame x (wherever 1/3 is) set variable to 3

    animation frame x (wherever 2/3 is) set variable to 2

    where you choose to set it is up to you to get an equal balance

    this will not use the time event, but will be sooo much simpler. I think if there is a specific time, construct 2 uses milli seconds, so the event requires exact timing. even 3ds games have frame errors

    i used spriter once, and couldn't figure out how to transfer the animation to c2, so gave up basically.

  • personally i use make layer invisible, and disable solids (on have a on layer visible event)

    (by this i mean have an event for each layout visible/ invisible that sets things on the layout to solid enable/disable)

    so when you (if its an rpg style map movement system) on collision with the next layout sprite, make the current layout invisible, make new layout visible and then set position of player.

    made a good town to wild game with this, also transfers to battle system layout lovely, while holding the players current location! (ps disable player movements if u are using it for a battle system)

    i got bored so like most things went into making something else after.

    hope this helps

  • ok spamming for my achievements. if anyones interested, dungeon keeper gold and alien earth can be downloaded for free, i havn't got the link, but search on you tube.

  • thanks bud, really clever. hopefully this will improve my ability to map directions

    I added a goal and it works perfectly

    I was using physics and a circle polygon on the ball. I'm so excited to transfer the code and see how it goes.

    i never thought i'd be planning to make a football game

    this puts the code on par with developers, you have my respect and gratitude. If ever i can return the favor I will

  • hello all. I watched the maze runner the other night (and the second one which was terrible) but i was flooded with memories of a pc game Alien Earth!!

    now i want to make a similar sort of game, and welcome all puzzle ideas/art work/ map design / item ideas / character ideas / music / voice acting and what ever we decide is a good idea!

    I am happy to put this baby together, but spent the entire evening creating sprites and planning a basic concept

    For those who are unfamiliar with Alien Earth, its a rts game, point and click and item combining (kind of like resident evil/fallout/ elder scrolls. with enemies that shoot, and psycho kinetic abilities later on to add to your weapons

    ANYONE who has plot ideas is welcome to share

    So far, i want the game to begin with amnesia (caus y not) like the start of the Maze runner, starting in a lift. Then out into town 1, where everyone came through with the same conditions.

    my plan so far, is that NO--ONE is aloud to leave the town, as large monster animals have poisons that make people violent(zombies).

    upon a friend getting bitten by a creature, the town locks (him/her) up and you overhear them thinking about throwing (him/her) out of town.

    obviously a cure is thought to exist as a rare plant out of the town. And being the protagonist you decide to sneak out at night to find it.

    the wilderness like the start of Alien Earth will consist of problems that items can solve.... This is where your input will be appreciated!

    to get the ideas flowing, i figure for weapons, something like a knife can be found in the town (needs a plot to that story) and if you have a stick, a spear can be made, thus increasing your range. Also, like fallout, random items, like glass bottles litter the wilderness - bottle plus hose used on an old car = bottle of gasoline

    bottle of gasoline +rag = Molotov

    Molotov+ fire (lighter i suppose) = good weapon for distance combat

    the mechanics will be, touch.. so move to position touch, pick up item on touch, search dead enemy (for items) on touch. So it can be made into a phone game easily.

    At this stage i don't need gun ideas (unless you can think of materials to create one!)

    i was hoping for a cut vines to progress, blow up rocks to progress, find chemist to convert plant (perhaps gaining the ability to do this in your inventory)

    i have menus made, that checks positions to add new items. And if a (conversations) script was developed, I'd look for voice actors ... no money in this till it reaches a Beta stage at the minimum

    hoping for the story to advance into a slum town, once you can open the main gate. and eventually lead you to the reason you were given amnesia

  • add a branch condition to the every x seconds (press b when the event is highlighted), like player is jumping. this may throw the time off a little, but you could reduce the time till it seems right.

    so every 6 seconds + player is jumping = spawn enemy

    or

    every x seconds +player is falling(inverted) = spawn enemy

    this would stop it from spawning while you are falling.. but without testing it, im not sure how frequently it would spawn

    ps(u might not need the branch condition, just another condition (press C) but its good if you want to test construct 2's mechanics)

    hope this helps, if not, write me and i'll make it, and test out a solution

  • now i'm on a loop where he scored in my goal, then his goal...

    I've tried using a sprite, with image point 0 to be set to the goal, then stretched to the balls position

    then added a new sprite "target" at image point 1 (just past the balls location) but he won't go there.

    I'll keep on with the trig, but my fundamental knowledge on maths in that area is a bit fuzzy.

  • honestly you are ahero, i gave up using sohcahtoa as i couldn't figure out how to use tan^-1 to get the angle from the sum (opposite/adjacent)

    i've seen you write alot of posts, and your answers always seem to involve trig, if your the reincarnation of Pythagoras i thank you

    not sure how to post pictures... so i guess i should troll the how to section before asking, If you get a capx up i'd apprieciate it. again, i'll troll how 2 so i can post a cap x, i'd love to share my fan made beta pokemon game

    after this attempt, and adding some variables to decide what to do when arrived, I +90 instead of 180, it moved into position then striking the ball and scored!!. So happy days... then failed when the sprite was moved :/ its ok, good start

    now back to my priority system i was failing so hard on

    this really makes me appreciate fifa games, and i NEVER thought i'd say that.

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  • i had posted a different how to question a while ago. this answers it amazingly thank you majin dono

  • ok, bare with me on this...

    i have a game where a car hits a ball, it goes into the goal, woo you score.

    now i want an enemy car that pushes the same ball into your goal...How? lol

    i was thinking something along the lines of work out the angle from the ball to the goal, then move the AI car behind it and then set the angle to the goal position and drive forwards... but .. rrr ... if theres any better suggestions i would appreciate the feedback. I'll edit this as i tinker

  • ooh, i like this. alot of ways to go about it though

    to make navi follow link in a fairy fashion, pin it rope style to link when on contact, make an animation of her fluttering to boost this effect.

    i would probably suggest working out a targeting system like the z targeting in Oot

    once a unit is "targeted" un pin Navi and activate her (how you do this is up to you) 8direction/pathfinding/bullet

    to fly to the enemy (give her VERY high speed).

    again, when she reaches the enemy (on collision) pin it to the enemy, and have a new animation where she goes red and fly's around angrily. actually i think that was only when she targeted Sakon the thief

    then when targeting is off, or the enemy is dead, or as an else clause have navi pathfind back to link, and again on collision pin

    if you don't want the z targetting, you could just have a boolean if the los from link is true or not for each enemy.

    to decide which enemy she fly's too is a bit more complicated.. you could just pick an instance where the boolean is set... i'm struggling with the pick nearest/furthest event personally, so wouldn't try telling you to do it, just doesn't seem to do anything

    if you struggle still, write me back and i'll try to code it.

    i write this as i'm very lazy at following links and don't like downloading things (sorry Majin Buu)

  • 1: you legend, this seems good

    2: maybe refresh layout or something like that after a block is destroyed. otherwise it may be working, but not for the second instance without it being reloaded..... this will of course make EVERYTHING you do reload :/