BLACKMASK CEO's Forum Posts

  • Hello all!

    Having an issue bringing my player "back to life" after it is destroyed by enemy... I will start from the beginning... I'm making a platform game... Box sprite with the platform behavior, pinned to a graphic sprite of my design... Wasn't too hard getting that to work at all... Kudos to Scirra... Anyway here's the issue; I have a health variable(a hybrid design by yours truly and another person from the forum; can't remember the name <img src="smileys/smiley13.gif" border="0" align="middle" />) and the code looks like this:

    (event)

    System;Every Tick

    (subevent)

    System;HeroHealth <1

    (action)

    Health bar = Set animation to empty

    Hero Box = Destroy

    Player Sprite = Set animation to defeated (playing from the beginning)

    Player Sprite = Set Y to (Blah,Blah)

    System = Wait for 4.0 sec

    Player Sprite = Flash for 2.0 sec

    Player Sprite = Destroy

    System = Subtract 1 from PlayerLives

    Then I have a subevent attached for "disabling the keyboard" for the defeated animation... It's a triggered event BTW...

    I started another string under that event:

    (Triggered event) Player Sprite; On Destroyed

    System = Restart Layout

    System = Create object: Hero Box on layer 1; 83,390

    So as you can tell, I'm pretty much lost at this point... lol! Nothing operates(after my player "dies"... sorry had to update that)the way I thought it would so I didn't bother going any further until I get some feedback... I f anyone has a clue of what I need to do in order to get my player's "2nd chance" to work properly, I'm all ears...

  • BACLog

    I decided to download the capx after all... Wow... And it's still not finished huh? smh... I think I'm going to rethink this "mega man" esque platform game. I may try it one day though, just not right now

    <img src="smileys/smiley13.gif" border="0" align="middle" />

  • KFC Naji

    Appreciate the reply! I see the family option is the most feasible... I guess It's time I get my license for C2 ASAP... I'm missing out on these cool feature using this free version...

  • Hello!

    I have a question about Global Variables.... Can two different instances(Sorry, I meant object types)draw from the same global variable without each other being affected? For example, If I have one enemy with 50 points for health that draws from a G.V. on the event sheet... and I have another on the same layout(two totally different object types)can they "share" the global variable? Or would both suffer damage when only one of them took damage?

  • jojoe

    These Editors all seem to have things in common (i.e. features and so on) but they mostly differ in scripting preference and so on... I'm no expert by any means in any scripting language of any kind, but it seem that they all attempt to "achieve the similar goal" but they way to the solution depends heavily on what scripting language you are using... It would be nice if all these language could be interchangeable with each other, but I guess that's the reason for why they are all different...

  • Dude, I TOTALLY agree with your observation... It's great that the system object is as accessible as it is, but the most "rudimentary" features of programming should be(in theory anyway) fairly straightforward to understand so that execution isn't a tall task for a beginner...

    Appreciate the link btw

  • blackhornet onzephyr

    THANK YOU SO MUCH GUYS!!! Appreciate the example capx files too... I wish I didn't delete the code I had already but it's a small inconvenience to recreate it... I'll apply what I've learned from the example(s)... Again thank you for the replies and uploads <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Ahh... Selecting nearest may work, but it seem that no one is getting what I'm trying to accomplish... I'm creating a "platform" game... all my enemy sprites have "boxes" attached, or pinned for platform movement (enemy sprite box has the platform behavior attached to them) "Select nearest" would most certainly work if all I had on screen were just instances of the enemy sprites... But since I'm using "platform mechanics" I had to pin the "invisible box sprite" to each enemy object type(I have two different enemy object types in my game so far)... So that's the issue... I mean I could just delete the invisible box and take my chances with the collision detection upon start of layout, but if I can use the invisible boxes for all my enemies, I rather do that instead... The walking animation of my enemies will suffer but I think I could fix that with events(like setting the X and Y position of all the enemies)... I hope this fully explains things jojoe

  • jojoe

    Thank you for the reply! Someone else suggested this to me last night(I live in the states) but there's a problem with said "trolly" box sprite(s)... The box sprites "do not" have a "UID"(or at least I did not see it in the property bar) so when I select the "box" sprite on the layout, It automatically selects the multiply "trolly" box sprites at the same time... So how would using containers fix this??? I tried finding something on containers last night(via the manual) and I did not get much information on how to use it for what I want to achieve... An explanation could seriously help me out... Sorry , but I can't upload a capx file to further help explain my dilemma...

  • blackhornet

    Thank you for the reply! I'm assuming Containers are available for use in the "free" version of C2? I'm kinda new to this Editor, but the potential it can unlock is well worth the grind I'm going thru... And yes , I have taken a look at several forum post(s), tutorials and links(provided by Ashley and Kyatric)... A lot of helpful information on all kinds of awesome features, like respawning enemies, high scores tally, and health bar counters... but nothing on my topic of multiply instances(with sprite box pinned; platform behavior attached) all on the layout at system start of layout... I can see the instances all 4 have different UID(s), but the sprite box(platform behavior) all 4 of those "do not" have UID(s) in the properties bar... so that's where I'm stuck at that point... Kyatric's link to "Frequently asked Questions" is a tremendous help... It gives me great ideas for other games I want to fiddle with, but I'd really like to get this problem nipped in the proverbial "bud" so to speak...

  • This thread is probably already dead but It's in the "ball park" of what I have going on in my platform game... I totally agree with briermay in his opinion of the "vagueness" of the manual's explanation on key subjects and features for C2... With that said, I have enemy sprites on the layout... 4 with platform boxes pinned to the graphic... the manual says: "Using the previous example, if there were four TrollEnemy objects in a layout, these are instances of the TrollEnemy object type. There is only one TrollEnemy object type no matter how many instances are created. Instances all share the events and artwork for TrollEnemy. Similarly, there could be multiple instances of the OgreEnemy object type." Ok with that understood, I want my player to destroy each enemy... Individually... How can I achieve this? I've read this section of the manual back and front, and I still can't come with a solution(In C2 logic that is) to solve this problem... Again sorry for the "Thread jacking"..

    UPDATE:

    I can see that the enemy sprite (e.g. graphic) will be ok during "destroy" part of event, but the platform box attached to each will be gone forever because I do not see a "UID" for said object... Is this the main issue I will encounter on execution? When I run the game, after the first "destroy" sequence the other enemy graphic seem to behave as if the pinned box has been removed and act "wildly" ... Collisions appear to be not functioning properly...

  • Hello C2 community...

    I have another issue, hopefully I can explain this correctly;

    I do not want to respawn enemies for my "platform" game... I followed the manual's instruction:

    "Object instances are the actual objects you see in a game: an instance of an object type. For example, if there are four TrollEnemys in a layout, those are four instances of the TrollEnemy object type.

    It is instances which have a position, angle and size in the layout. Object types do not have these properties - they simply define a 'class' of object."

    So according to this logic, I'm assuming if I place all my enemy sprites and "box" (referencing the manual again by placing an invisible box on the layout and adding a pin for the enemy sprite) I'd have to use the event sheet to manage each enemy individually so I don't destroy the first "trollenemy" and in the process destroy all the other trollenemies... Now my problem is how would I go about coding this? In the event sheet I mean, not JDK...

  • community

    Is it possible to add the custom movement plugin to a player set to the default control scheme? e.g. a game that can be played on multiple platforms and also have multiply control schemes supporting keyboard, mouse, touch, and gamepad without have to make separate version of the same game incorporating these plugins in each?

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  • Wow... I knew "they" were out there, somewhere... SMFH <img src="smileys/smiley8.gif" border="0" align="middle" />

  • BACLog

    I appreciate you "sharing" your capx file with the community, but I'm going to pass on downloading it... No offense but I don't know you from Adam and I've always been leery about downloading things from the internet from "non-reputable" sites or individual parties... As I stated in my earlier post, If you could produce a tutorial(Think Ashley's "beginners guide")complete with step by step info and maybe even some visuals(JPEGs)to aid with the teaching? Hopefully this isn't too much to ask for...