barc0d3guy's Forum Posts

  • I think this may help you ;]

    http://www.youtube.com/watch?v=6wdDgqXwzLU&feature=youtu.be&a

    Well thanks for trying to help me.. i had seen this before and that is not what i am looking for.. the background on those videos is not on unbounded scrolling..i want the background to continue.. with unbounded scrolling.

  • Hi there..i am having troubles with the background of my game...what i am trying to do is make a freerun game... i am planning to have day and night in the game...and i plan to do that by changing the background....I dont want the background to change instantly to a brighter color (for day) or darker color (for night).. so i have played a little bit with the opacity.. i am using the Canvas pluggin..i think i have almost achieved what i am looking for in terms of the transition..from day to night and vice versa.. but..whats irritating me is the lines...that come up everytime the background over laps with its instance.. i am attaching a capx to make it more clear...

    Please help.. thanks in advance :)

    capx

  • thanks this looks great.. i some how managed to get it fixed on my own.

    here's how i did it :)

    dl.dropbox.com/u/67865856/CooldownMAX.capx

  • I don't know if there's a more elegant way, but here's how I do it:

    Player instance variable : RPM_Count (0)

    Player instance variable : RPM (eg 480)

    > System > Every tick >

    > Mouse > Left button is down > add RPM * dt to RPM_Count

          > RPM_Count >= 60 > Fire bullet event and Set RPM_Count to 0

    Mouse > Left button released > Set RPM_Count to RPM (so that the gun is ready to fire immediately - may want to not include this for a cannon)

    Using an RPM of 480 results in a perfect 480 rounds per minute or 8 rounds a second regardless of FPS. If that's not clear let me know.

    i tired doing exactly what you said.. it didn't work..may be i am doing something wrong..

  • Hi.. i am having problems with creating wait time..before another cannon ball can be shot.. I have set my firing cannon balls on spacebar pressed..and i have set a wait time..and have also set an instance variable..on the player cannon balls....

    so here whats my events look like

    +keyboard On space pressed - wait 1 sec

    +player cannon ball = 0    - Spawn a player cannonball

                               - Set cannon to 1

    +playercannon cannon= 1    - wait 2 seconds

                               - Set cannon to 0

    so basically what i want to do is fire the next cannon ball after 2 seconds from the previous cannonball was fired was fired...above events helps to create a delay..but if i keep tapping space continously..it fires the cannonballs without any delays..

    here's a capx.

    dl.dropbox.com/u/67865856/prototype_Avichal_2.1.capx

  • so...animating the background took way too much of my time...what i have now decided to do is to create the animated "wave" sprites..when the player.x = wavesprite.x+ "n" at wavespritepos+"n" so that its created just next to where the previous wave sprite ended..here's what i have done so far dl.dropbox.com/u/67865856/newprototype.capx ...but this is no where close to what i am looking for..can some please help..me

  • look you send 'caproj' not 'capx'

    oops sorry my bad..here's the capx

    dl.dropbox.com/u/67865856/NEW.capx

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  • hi.. i am trying have a background with a wave animation which will be standard throughout the layout..i am having difficulty in figuring out how to make the layout continuous (unbounded) with the waves animating..I have set 28 frames..of the wave sprite to animate them..but what i am looking for is to have something as a tiled background which will animate instead of using sprites..or if there is way to have sprites on separate layer..with unbound scroll...that would work too for me...

    here's my capx. dl.dropbox.com/u/67865856/New%20project.caproj

    please helppp

  • Share how you did it?

    please

    here's how i did it

    dl.dropbox.com/u/67865856/new1.capx

  • i just figured it out.. :)

  • Hii..I am stuck with my prototype.. i am very new to Construct 2..i am trying to destroy some objects when some conditions are met.

    Here what i want to do

    I have a platform...which acts like a see-saw..and i have objects fall on it...i have a movable character..who can move to balance the see-saw...when the see-saw is balanced..the objects on the see-saw must disappear...i will attach a capx.. which will explain this better..https://dl.dropbox.com/u/67865856/new1.capx

    so basically i need help..to destroy only the objects on the platform..when its balanced...

  • thank you so much..that at least helped me to get started with placing the objects randomly in my game.. is there anyway i can control the number of objects spwan when the player is in the game screen...i am making a 2d..free run...survival side scroller..

  • If you have no restrictions on where the should spawn it's fairly easy. Use random to create a X and a Y value within the borders of your layout. Then you can utilize the "System - Create Object" with these values to spawn your Zombies.

    I am really new to construct 2 and very new to programming..when you say "Use random to create a X and a Y value within the borders of your layout" what exactly needs to be done on the event sheet ??