BluePhaze's Forum Posts

  • You need to look at the common resolutions of each device, there are more than one size for each. Your best bet is to test different sizes and scaling settings in your layers. This way you can make the game one size and have it scale to each of the other sizes as needed.

  • Hello All,

    I am toying around with adding some physics objects to my platformer mainly for some visual interaction (a mass of blocks falling on my character and bouncing off realistically). I don't want to have to redo the entire game in Physics mode so I came up with a hybrid scenario which seems to work pretty well so far but I want to make sure there are no major drawbacks to it.

    During certain areas of my layout, I want to have interactions with the main character where a bunch of blocks/bricks fall on them and bounce off/interact somewhat realistically. For those areas I have added physics objects (blocks, a bit of flooring, etc...) and have also pinned an invisible physics object that is roughly the size of my character to the main character sprite. This makes it so that the blocks bounce off the invisible physics object pinned to my sprite giving the effect I want.

    I just want to see if there are any drawback to this that anyone can think of?

    I was also thinking about pinning a physics object that emits a pulse when the player hits a button in case I want to have a scenario where the player has to uncover, or clear an area of blocks...

  • As these bits are still in Beta, most likely they are still working on it. I would figure that you will see tutorials on these when they have the next stable release (non-beta) that has these features fully implmented. Just a possibility.

  • That would depend on your game. What do you consider a level? The most basic way is that each level in your game is a new layout. Each layout has it's own objects, and construct has events to go to another layout. So you can have an event for beating the level, which then loads the next one.

    I highly recomend reading the manual and going through the tutorials section. And yes, it has been asked many times. The search boxes on the site will work wonders for finding the answers to commonly asked questions.

  • Hello PixelPalette, nice game, I like the dash mechanics. Any chance you could share a sample event sheet with your air dash logic? I am working on a multi-directional air dash and looking over how others are handling their air dashes helps me work through the problems I run into.

    Thanks,

    James

  • Hello there, you may want to look at posting a link to a sample caps file with an example of your current solution to give is a starting point.

    Another thought is to give the turret animation frames that handle the range of rotation. Set the origin point for the bullet at the top of the turret in each frame. That way to rotate you just cycle through the animation frames and the limits and angles are already taken care of. Just a thought.

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  • As thehen said this isn't the intended use, but if you just remember to subtract 1 from the result you should be good to go.

  • No worries, I am actually a newbie as well, I have only been using Construct for a couple of weeks. But as I have a lot of time on teh train during my commute, I have pretty much read most of the manual and spend time doing searches on the forms each day. I have also started downloading the CAPX files that others post when they ask questions and using them to try to come up with my own solutions. So it has helped me pick it up fairly quickly.

    For structuring your code the easiest way I have found is to create multiple event sheets, for example one for player movement, one for enemey behavior, one for any events tied to that particular layout, etc... this gives you a much better chance of finding issues if you know where the code that effects a particular object is.

    For alternate controls, you can use the platform simulate control action. This lets you say for example, if they hit this button, simulate the platform Up action, or the platform left or right action. That way you can have other buttons that respond the same as the arrows do. You can also just use the keyboard object and fire off events based on keypresses. Another option is a plugin that lets you create alternate control schemes.

    One thing to keep in mind with creating your control schemes is that it is not always the best idea to translate your keyboard or controller based actions directly to touch screen. For example, if I want my character to do a wall jump, then on a controller I may want them to hit the jump button + the opposite direction of the wall on their controll pad. Or even more complex actions that require multiple buttons being used together. On a touch screen usually thumbs are being used so you can't easily do multiple button presses like that, so for touchscreen I actually combine or simplify my control scheme. For the above example, if it was touch screen, then for my wall jumping, I just require that they hit the opposite direction on my virtual directional pad, instead of forcing them to hit other buttons at the same time.

    While it may take a bit more time on my end, the experience is better for those who are not using a controller or keyboard. You should go through the tutorials on intro to construct as it has you create the ghost shooter game that using mouse shooting, also the two tutorials on creating platformer games are great as well here they are:

    Beginners guide (Ghost Shooter Game): scirra.com/tutorials/37/beginners-guide-to-construct-2

    Creating a basic platformer in Construct:

    scirra.com/tutorials/253/how-to-make-a-platform-game

    scirra.com/tutorials/243/building-a-platform-game-a-beginners-guide

    I am currently working on a series of tutorials on enhancing or adding more advanced platform behaviors to a game that I will be publishing to the tutorials section in the coming weeks.

    Welcome to the site and as a fellow newbie here, I look forward to seeing what you make!

  • Awesome, glad to be of assistance! Just remember that if there is anythign in your game that can reset the players score, that you need to reset your player_next_live variable too.

  • No problem, glad it worked for you.

  • Most likely you will need to look at the requirements that Nintendo has for doing this. What technologies, languages, platforms, etc... they support. Construct uses Standard HTML5, so it is more of a does nintendo support HTML5, Box2d, etc... question, than a does Construct support creating Nintendo Games question...

  • Hello Beaverlicious,

    Almost everything you are asking about is either in the manual, the tutorials or the forums. You just need to use the search box here on the site.

    Here are a couple of answers though:

    Each layout is basically a level or room. TO create a new level, you simply create a new layout. There are system events to load layout so you can say when X happens, load layout Y. You just need to create new layouts in the project window.

    Each Layout has it's own event sheet. If you want to use an event sheet in multiple layouts, you need to use the include option in your layout. This will let you use multiple event sheets and reuse sheets between layouts.

    There are multiple posts on creating lifebars in the forums.

    There are also tutorials and forum posts on creating multiplayer games as well as facebook integration etc...

    I recomend you take some time to search the forums and the manual. Searching for thigns like "life bar" and 'Event Sheets' will get you al ong way...

  • Add another global variable called inPlay or something that makes sense to you, update the logic of your scoring, etc... to only function when inPlay is set to true. Then update your button logic so that when they hit the button, before it calls restart layout, it sets inPlay to False. Then have an event on layout start that sets the variable to true so that you can continue with your score, etc...

    Hope that helps for your situation.

  • codefoster do you know Bruno Terkaly? Before he was a developer evangelist we were on the same team based in SF.

  • Awesome, thanks!