Artpunk's Forum Posts

  • Ive tried to make a static turret fire 5 shots in quick succession (0.3sec intervals between each shot) and then pause for a 3 second cool down before firing another 5 round burst...

    I've tried to do it using instance variables and timers. It works for the first 5 rounds, but I can't get it to pause and then fire another 5 rounds.

    Can anyone help me fix this?

    capx link

  • Hi again LaD. I pm'd you a capx with my attempt at making a wall jump using functions. Like my double jump that I posted at the start of this thread, the wall jump kinda works, but has bugs

  • Thanks LD I really appreciate the help. Let me see what I can make first and I'll send you my efforts over the next day or two.

  • Well thats what makes sense to me too, but in this case having the input for the double jump before the jump is what worked lol... I dont know!

    Well any help is greatly appreciated. Thanks man. But Ill try and do them myself over coming days first to see if I can work them out.

  • Hi thanks for that feedback and for the edits.. So you disabled default controls and made functions for Right and Left I see. I actually have movement functions already working in my more developed prototype (not the test capx's I posted here), but I note your tip about leaving 'Player is on floor' out of any player movement controls. Thanks for that.

    As for the order of events.. I know I have read in various tutes that event order matters, its just in this case, i can't really see why. It seems to me that it should work the same regardless of whether the input for 'double jump' comes before or after 'jump'. Not sure why it matters in this case. But never mind, its working so I am happy.

    My next challenges are: making a wall jumping behavior using functions & making a dash attack using functions.

    I have the wall jump working in a simplistic way, but not yet using functions. Dashing is hard though.

  • I actually managed to get this working (amazed at self :-0). And it was such a simple thing that was stopping it from working.

    All I had to do was change the order of the events. Originally I had the events calling the 'Player_Jump' function come first in the event sheet. All I had to do was rearrange things so the events calling the 'Player_DoubleJump' function were above the events calling the 'Player_Jump' and it started working exactly how I wanted! I have no idea why the events needed to be arranged that way... to my mind it shoudn't make a difference. But what do I know!

    Yay

    fixed capx

  • laypax, I'll probably just end up using the default double jump behavior if I can't get this working. Im trying to do it with functions, basically because I think functions are like 'best practice'. I bought a game kit from the scirra store which Im using to try and learn, and all the player's movement mechanics are built out using functions to control everything: moving left and right, jumping, controlling the player shooting etc. So I am trying to build in some additional player mechanics myself, using the same system that the author has in place.

    I found some double jump tutorials, for example the one 99Instances2Go mentioned above: Platformer Enhancements - Double Jump, and tried to build that methodology into a function... It kind of works, but not quite.

    99Instances2Go, well, I dont think adding custom jumping mechanics to the 'Z' key should clash with the platform behavior should it? The arrow keys still work, and the 'Z' key works for a normal jump, and it even works for a double jump, I just have something screwed up with how the instance variable works...

    Ill keep playing with it. Thanks for the replies guys.

  • Wondering if anyone can help me fix up this double jump. I am trying to make it using functions. I have it working a bit but I've obviously messed something up because it's not working the way it should.

    At the moment, the player will do a double jump if he is falling (if he walks off the platform), but he won't double jump after a standing jump.

    If I change the 'Compare instance variable' for the 'doubleJump' variable to 'less than or equal to 1' rather than 'less than 1' as it now, then the player will double jump following a standing jump, but in that case, he will do two double jumps when he is falling (if he walks off the platform).

    I want the player to be able to double jump once following a regular standing jump, and double jump once if he is falling after walking off a platform.

    I hope that makes sense. Here is the capx file

    By the way, jump is the 'Z' key.

    Thanks for any help.

  • Is it possible to unsubscribe from the tutorial page?

    Deleting emails is getting annoying :p

    Well you can go to the tutorials page, then scroll down and click on 'Manage Subscriptions' and from there unsubscribe from the various tutorial categories.

    I think the problem is, as Ashley stated above, there is an email queue that will take a while to clear. So even after you unsubscribe you will probably continue to receive emails until the email queue clears. Im still getting emails about new tutorials even after unsubscribing from all categories.

  • > Would it be possible to make a game like 'A Dark Room' in Construct 2?

    >

    > I think this kind of game is called an 'incremental game' or 'idle game'. (see http://en.wikipedia.org/wiki/Incremental_game)

    >

    you can find a template i made for people who wants cookie clicker clones/adventure capitalist/hero clicker/ type of games you can find it here http://www.scirra.com/store/games-with- ... mplate-704 its still a work in progress but if you have knowledge of c2 events you could work on it. il update it very soon for a better easy way of using it.

    Cool thanks for that. Ill check it out when I get a chance. I still have ideas around making this kind of game.

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  • Oh thanks for pointing that out That was dumb of me. I was searching around for examples to see how people have made player behaviours or controls that aren't included with the standard Platform Behaviour in C2 (specifically I want to look at examples of how to make Dashes)... So when I came across this thread I thought it would be useful but I didn't look at the date. My bad!

  • TecmanX

    Hello the link to the capx is broken, could anyone reup this? Thnx

  • Grabbed my copy of Spriter Pro

  • Artpunk -- I have never seen such a game -- very fascinating! -- I hope you take up the attempt in C2 (be prepared to learn a lot) ... it would be a fun project, and I would be interested in it's development.

    It is an interesting game. It certainly drew me in. At the moment Im just think about the concept and theme for a similar type of game.

  • You're welcome! Sorry for being a bit vague with my general advice. If I do mess about with it myself, I will upload my .capx so you can see how I try to handle it.

    I am also fairly new to C2, but about 2 months in I feel fairly confident with a lot of it already I have much more to learn, though.

    No no, your not being vague. I wasn' being critical. Any pointers/advice are appreciated whether its general/conceptual info about how to approach a project, or specific examples. Any input at all is a help at this stage