atraub's Forum Posts

  • 15 posts
  • The more I think about it, the more I realize that I can simply create 2 families and include the item in both. I'm overthinking it, ignore this post

  • Perhaps even extend families to allow inheritance, ie, sub-families?

  • This is a little thing, but would it be possible to implement subfolders for families? This would help keep things a bit more organized if you're like me and REALLY like using families.

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  • It won't let me copy and paste objects,

  • Just a quick update I fixed up Portal Man's behavior and he works much better now, particularly in that he won't get caught inside of blocks when the portal is attached to the bottom of one. I also spent a lot of time streamlining the code and reducing repeated events. Updates are attached to the original post.

  • For anyone who's interested (granted only 1 download after 2 days) I managed to fix the behavior by passing a variable around that recognizes when the portal was created by a shot directly upwards, in that situation, I simply use a different image point on the portals that won't cause portal man to get stuck,

  • Oh, I guess it's worth mentioning how the controls work. Press 'Z' to fire your portal gun. Press left shift to switch between red and blue portals. the portal guns are 8 directional but can only be fired straight down while jumping (because pressing z while crouching is reserved for another ability).

  • hey all, I've been putting a lot of time into my portal guns and now they're working great.... most of the time. Unfortunately, I ran into a problem and I'm not sure what a good solution would be. If I make portals going left to right, things are fine. If I make a portal on top of a solid object, he pops through it no problem, but if make my portal on the bottom of an object, he gets stuck inside it

    [attachment=1:jojjmy2w][/attachment:jojjmy2w]

    So, what do you guys think? Is there a natural way I can change my portaling behavior to account for this? If not, what do you think would be a good solution? In the other situations, he actually portals really well, it's only the situation where the portal is placed on the bottom of a wall that things go badly

  • Hey everyone, this is probably the third time I've attempted to take my idea for this game and make it reality, but it's the first time I buckled and used an actual game engine. In the past I kept trying to do it in strict C/C++ because of my ego as a programmer haha. This time I'm diving into Construct 2 and loving what I see so far.

    The general premise of the game is this. Think of Megaman (pre X series)... you play as a tough blue bomber with a basic weapon than can be upgraded a bit. Despite these upgrades, gameplay doesn't change much no matter which powers you get. Then you play against some of these bosses who have amazing abilities and you get to absorb 1% of the awesomeness into yourself. Wouldn't it be cool to play as one of those bosses? To be a true monster facing off against other monsters?

    Enter Revenge: an action platformer that gives you plenty of options as to how to play by giving you control of boss-power characters. That's the goal anyways

    I'll admit I haven't gotten far, but I wanted to upload a work in progress. There's not much to see, yet, but I'll keep you guys updated. I have no artistic abilities so the alhpa build will just be using random sprites I find online and stick figures as placeholders in the meantime. Any and all feedback would be much appreciated.

    So, I'd like to introduce you to one of my favorite characters so far, Portal Man! He's largely based off the game, Portal. I've spent the initial time just working on portal mechanics, but he's going to have some really fun abilities later on. (I think I could actually post the portal mechanics on the "How Do I" Page as I believe they're a rather nice and significant improvement over the current portal stuff ^_^ But perhaps my ego is getting the best of me again.)

    [attachment=1:1lvbfw6c][/attachment:1lvbfw6c]

    Portal Man is an odd character, his abilities make him highly suited for exploration... making him ideal for finding secret stuff hidden in levels. While he is the weakest character in the game, his powers will allow a skilled player to fight exceptionally well regardless. As such, he offers a high risk high reward scenario because he can find all the secret stuff in a level, but he will also have the hardest time fighting bosses. I don't want to reveal all his abilities yet, but I have implemented his portal gun and I'd love to show that off.

    For feedback, I'd particularly love to hear your thoughts on how I can reduce the number of events in my event sheet without changing behavior. I have to repeat a lot of events and I don't like that at all.

  • Basically I want to copy a sub-folder from "object types" and paste it into a different project. How do I do this?

  • That makes a lot of sense. I think that wraps up this thread nicely, thanks again for all the help

  • if I may ask, why use an int rather than a boolean for isfiring? Booleans seem like a more natural fit for something like this.

    EDIT:

    Oh boy, I hope I'm not turning into a help vampire. I see I can destroy my bullets easily once they're outside the layout, what if I want them to be destroyed the moment they're offscreen?

    EDIT 2:

    Found it! But is the everytick, isonscreen efficient? I am inclined to minimize the everytick stuff.

  • that's good for limiting the number of bullets on the screen at 1 time, thanks

    how can I limit the rate of fire?

  • Spacedoubt, 'z 'was there as a placeholder, 'x' is the one I was actually working on. I know it looks complicated, but I'd like to walk you through the process a bit, my plan was to:

    when x is pressed and a bullet's boolean value of ready is set to true

    spawn a bullet

    set the angle of that bullet to a value corresponding to the pressed arrow keys (8 directions)

    Then set "Ready" to false signifying that the gun has been fired and can't be re-fired yet

    wait for a "reload time" that is set within the portal bullet

    and finally set ready to true signifying a new bullet can be pressed.

    Because I was intending for 8 directional shooting, not 2 directional shooting, I need something a bit more complex than simply looking at the direction the shooter is facing. (Further, the most glaring problem was that I was setting the bullet's angle rather than the angle of motion.)

    Lof, the fix works great! I can see you took the time to not only fix it but also use better programming practices. I really appreciate the effort you clearly put in. I would love it if we could talk about it a bit though.

    I see that you gave the shooter a "fireAngle" attribute that holds the direction that he's currently firing, Then you simplify it by having the shooting and the setting of the angle as two different steps, that way we can reduce a lot of repeated code, I really like the more modular approach.

    The only problem is, I was hoping to use the reload time to limit the rate at which the player can fire (I only set it to 3 seconds to exaggerate it for testing, in the real game it will be a much shorter time). The player can get around this pre-imposed limit simply by mashing the 'x' button. How could I change it so that the player is unable to shoot for a specified amount of time after each shot? Similarly, is there a way I can limit the number of bullets that can exist onscreen at a given time... i.e. The bullets are destroyed offscreen (I know that can be set in behaviors) and while there are 3 or more on screen, the player can't shoot.

  • Hey all, I've been working on a simple idea for about 2 days. What if I could create a game that has a character with mechanics similar to portal? I.E. he has a portal gun and can open up portals at will. I've been working on it a lot. I found a post about making portals that really helped and with some modifications I managed to make 2 way portals and I can open new portals with my gun But I do have problems...

    • I can't change the bullet direction, only the angle that the subsequent portal opens at
    • I can't reduce rate of fire, not sure what I'm doing wrong
    • Is there anything else you can see that is blatantly bad? I'm trying to make it in a way that leaves things open to have many, many playable characters.

    I'm new to Construct 2 (that's probably obvious) but I am an experienced software engineer, so I may be approaching these issues from the wrong frame of mind. Any advice you have would be extremely appreciated.

    EDIT:

    Also, it seems I suck at using this forums tags!

  • 15 posts