basti's Forum Posts

  • Yes , you can read more and compare features of the different versions here: https://www.scirra.com/store/construct-2

  • I believe you need to test on a real, physical device in order for the IAP plugin to work (cannot be used in preview mode in the browser).

  • I'm running Construct 2 on my Macbook Air using Parallels Desktop and it works great!

  • As vioz suggests, do it with the "is playing" condition of the sprite. You can also set an instance variable (eg. a boolean 'Switch' being either true or false).

  • Create multiple tiled backgrounds and put them in the same family. On start of layout, just create a new family object (it will automatically pick a random tiled background for you).

  • Can't you just switch to another animation or animation frame when the condition of the weapon is low?

  • Use a tiled background, and set the hotspot to Top-left (under object properties). This way it will stay in place.

  • porky I've noticed the same problem as you described (C2 otherwise running fine but loading the condition and event sheet windows really slow). Have you found any working solution for this?

  • You can use the F4-shortcut to preview from the first layout.

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  • Updating the references to the group when renaming it would be nice, as this is how you expect it to work.

  • Yes, this is possible. You could have the maps on different layouts, and then jump between layouts when you reach the specific tile.

    Or, if you to have everything on the same (big) layout you can just move the window scroll when you reach the end of the current view.

  • Dorvast: use an instance variable of the player (for instance a boolean variable named Invincible).

    + If Player is Invincible

    + If player is overlapping monster (or on collission)

    ----> Do some stuff

    Set the boolean variable to true if the player is invincible, and set it to false if it is not.

  • You could make the tiles have invisible sprites on them, becoming visible on certain conditions when hovering the unit (for instance; if distance from grid to unit is less than X make grid visible). This way you can handle 'forest' and 'endoftheworld' movement as well.

    Obstacles is the real challenge, I think there is no easy way to implement the movement around obstacles without using alot of different conditions.

  • I have done something similar using an invisible sprite pinned to the unit, and the sprite becomes visible when you hover the unit. The sprite can just be a half-transparent colored grid that is the size of how many steps the unit can move.

  • UPDATE:

    I have now tweaked the levels a bit and calibrated the difficulty, and also added score and star rating.