bergmark's Forum Posts

  • Hydar: Thank you. I'm not really sure what's up with the black screen, but I'm assuming it's because of the size of the game and that it takes a bit to load in full. Also, could you tell me how to replicate that situation with the health bar? Thanks in advance :)

  • Binkus: Thanks! That goes in line with the feedback I got elsewhere. The fight feels slightly "cramped" as the last part of the level is scroll locked, and the boss' shots are hard to dodge. I wanted to devise a pattern that was similar to that of players (note that both the ship and boss' shots have the same angle), but that had an opening (in this case the rate of fire), so as to make it challenging but not impossible. I think some solutions could involve not confining the screen to such a small area, zooming ability or yes, reducizing sprite size (though in this case, I'd have to redo some of the waves as otherwise the ship might be harder to see).

    Rory: Thanks! Since I wanted to challenge myself in developing something as quickly as I could, I had to skip a bit on extended effects. There are animations for sprites dying, and even for when the ship's cannonbal collides against the Twangler's bony fishes, but anything else beyond that would have taken a bit more. I think a future project might include more detail in those areas.

    By the way, it's a short game but as requested, here are some screencaps:

    <img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-1.png" border="0" />

    <img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-2.png" border="0" />

    <img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-3.png" border="0" />

    <img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-4.png" border="0" />

    <img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-5.png" border="0" />

    <img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-6.png" border="0" />

    <img src="http://i38.photobucket.com/albums/e148/dfar80/The%20Sea/Untitled-7.png" border="0" />

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  • Hi. For some reason (maybe because it's close to 3MBs) it takes a bit loading it up. You might want to let your browser make love to it (ie., wait a bit before going into the main game screen). Otherwise, if you do get that black screen, hit Refresh, it'll work.

    Photos - sure! I'll post some tomorrow :)

  • (Should be) Done.

    Fixed:

    *Ship speed calibrated.

    *Restart used to restart a level, then immediately take players to the ending screen. This no longer happens.

    *The end scene now plays correctly. A missing "set time scale to 1.0" was missing where it shouldn't be.

    And I guess that's that. First post now has correct versions of the game and *capx.

    EDIT: My thanks to Whiteclaws for helping me with the cooldown timer, and Kyatric for several of his documented *.capx.

  • Ok. I found a problem I'm not sure how to work out. On player death, I gave the option to either restart the Game layout or to return to the main screen. Whatever choice works fine... for a couple of seconds, at which it then takes me to the end screen? Not sure why this is happening :(

    EDIT: Ok, figured out the issue. working on it now.

    EDIT2: I love testing things thoroughly only to have them not work. I fixed the Restart issue, but now I see the end screen isn't working. It freezes about one second after the layout starts. <img src="smileys/smiley19.gif" border="0" align="middle" /> More info to come...

    EDIT3: Ok, figured the second problem out. Will upload the fixed version very soon.

  • Hi. This is just a small test project I've been working on ever since trying Construct 2. It took me about a month though I didn't work on it every single day. The game is comprised of a single level, though it has a starting screen and an end.

    I'd like to ask your opinions though above all, technical feedback - how it works under browsers other than Firefox, how it behaves, if there are any bugs, etc. Additionally, I'm also including a link to a documented *.capx file - anyone can download it and see how it was made. Other than music and sounds, which were not done my me, everything else is free of use. This includes ship and enemy sprites and animations, as well as scenarios. Be a dear and let me know if you reuse them anywhere else: that's all I really ask for.

    Without delays:

    Play it on your browser through Dropbox: dl.dropbox.com/u/55067987/The%20Sea/index.html

    Download the *.capx file: mediafire.com/download.php

    Quick notes: The sounds are taken from royalty free sound banks, and the songs were made by Kevin MacLeod (browse for "incompetech.com"), and are available under a CC Attribution 3.0.

    Things I couldn't make on time:

    *For some strange reason, I could not make the duck at the menu screen move back and forth.

    *The end screen kept giving me Fade issues which I could not resolve, so I made the transition into it take slightly more seconds than previous ones. Couldn't figure out what went wrong there :(

    EDIT: The ship was too fast for testing purposes. I'm correcting it as I type this.

  • Many thanks, LW, it works <img src="smileys/smiley4.gif" border="0" align="middle" /> Ship.Cooldown/10 * 720 did it - and I *think* I realize what I did wrong and you did right. On the other hand, since I still wasn't happy with the direction, I simply replaced the green cooldown bar with an entirely black one. This way, the green ("full") bar is visible when the player can shoot, while the black one will perform that scrolling motion, making it seem like the guns are powering up ^__^

    I hope to have this project ready to make available at the forums sometime this weekend, or early Monday. Thank you once again :)

  • Ok. I'm... halfway there. Here's what I got so far: the cooldown bar will steadily decrease toward a "zero" point on the gauge, and once the "cooldown" is reset, the bar will fill the gauge again, telling players they can shoot again.

    Unfortunately, the bar is popping up outside and above the gauge. Here's a *.capx truncated just to show the essential:

    mediafire.com/download.php

    PS: And an image too:

    <img src="http://s10.postimage.org/igdn9te6f/Untitled_1.png" border="0" />

  • I can see them just fine ;_; Myabe it's a problem with the website? Try right-clicking and choose "View Image".

  • Hi. In working on a test project, I have the following groups for "combat" (Space Bar to attack) and health variables for a ship's health and health bar:

    <img src="http://s18.postimage.org/9l8rfx5yv/image.png" border="0" />

    <img src="http://s18.postimage.org/4nv6ut3zr/image.png" border="0" />

    I'd like to add a cooldown system, wherein players can only fire every 3 seconds. My question is how to take advantage of the groups and events I already made. Whereas the health drops in increments (10 per enemy attack/collision), I'd like the second bar to show the max cooldown period (as in, the bar is filled), reduce it to 0 when the gun is fired, then climb back to the top every second as the gun cools off and returns to its original value.

    While there are several ways to do cooldown (I've been testing two recently), I'm really not sure how to adapt them to my project. A simple one would be:

    <img src="http://s18.postimage.org/646pcy6wn/image.png" border="0" />

    Though whether with this or a different one, I wouldn't know where to begin (other than start by writing them).

  • Apologies for the vague topic title but I couldn't write all I wanted.

    Today I had a funky situation with C2. While I can't tell if it's a bug it sure doesn't seem intentional anyway, so here's what happened, step by step:

    Open Construct 2.

    Select "Browse Examples".

    Drag and drop an example file to C2 (don't close the Examples folder).

    Preview it in a browser tab.

    Close the browser tab.

    Return to C2 and close the project.

    Maximize/return to the folder again.

    Drag and drop another example.

    Launch it in the browser.

    While previewing, the sprites/effects of the last opened example replace whatever sprites/effects are present in the newly opened file.

    Imagine my surprise seeing this:

    <img src="http://s8.postimage.org/grjpt7cb9/wut.png" border="0" />

    Yes, those are several copies of the plumber sprite swaying like grass in the Sine behavior example <img src="smileys/smiley36.gif" border="0" align="middle" />. To replicate it follow the above steps and open the "Pick Nearest" example first, then "Sine behavior - grass". I also got standard "shiny" sparks in what was meant to be the Explosion particle example.

    I'm using Vista and the latest Firefox version (which got updated fairly recently - yesterday if I'm not mistaken?). And C2 r111, of course.

  • You're welcome, though it would be interesting to see someone else's take on this as well.

    As for sound, Construct 2 seems to be picky when it comes to stop playing sounds. While playing a sound on command (ie., press key to fire a shot and play a sound) works fine, music requires the use of the Tags field. In this way, when you tell C2 to Stop playing audio, the "Music" tag means it will stop playing the music currently playing. For some reason, I don't need to do this for standard Audio (sound effects).

  • Here's something I did recently.

    <img src="http://s11.postimage.org/ipufah8ur/Untitled_1.png" border="0" />

    Someone better than me at C2 can probably provide a better way of doing this, but here's an explanation of what I did. As you can see, I created a trigger (a colorless, invisible sprite) that at once deactivated the cam and did two other things, one of them activating the boss. The boss was placed on the outside of the layout, and the instructions in the "Boss Setup" reflect this: I set its speed, had it move left (I used platform behavior for it, you might not), had it wait X time then resumed its movement ("movement" in my case is different, since I cannot give it preset pathfinding based on simulated control alone, so I deactivated simulated control and set it to move along an horizontal Sine wave - he's at sea so the wave behavior is a plus).

  • To be honest, I'm not sure how I can disable the ScrollTo behavior once it's made active (only reference to the behavior on the event sheet is the Shake action), though I know how to deactivate scrolling if ScrollTo is placed on an invisible "camera" pinned to the player (though in this case I merely destroy the cam).

    That's what I did on my current project, actually. Once the player's X coordinate is equal or bigger than <value>, I destroyed the camera and placed a solid object at the edge of the screen so the player cannot scroll out of the boundary. The only unforeseen problem was that I also have another condition, wherein the player moves -100 pixels if hit by an enemy, and now the player can go through that barrier if hit by the single enemy roaming the smaller area.

  • Thanks zenox, I did that the following day ^__^ The *.capx is a bit outdated now, I've already fixed the HUD, added mirrored movement and shooting, more sounds and came up with a way to lock scrolling (a heavy handed way, alas, but it works).

    While it's just a small test of what I can and can't do with C2, I hope to complete it soon.