BluePhaze's Forum Posts

  • Welcome to the community. The first step I would recommend is the Tutorials. The first one on the ghost shooter game (beginners tutorial) will cover getting an object to move towards the player. It uses the bullet behavior which is exactly what you want to do with your enemies bullets. In that example the player shoots toward wherever the mouse is pointed. Combining those pieces will give you everything you need to be able to have enemies shoot at you. also, you may want to look at the turret behavior as it has some nice automated ways of setting this up as well.

    On a side note, as these are covered in the beginners tutorials and the manual very well, I would recommend doing them as you will get better responses to your questions when it appears you have at least put in some effort to finding the answer before asking on the forums. Not trying to discourage you, but folks respond better when you ask questions that are not answered in the beginners tutorials and manual. It ends up coming across as lazy.

  • I'd say start with three lanes, and have an instance variable on your car that tracks which lane it should be in. Then you just assign each lane a number and set that lanes number in the instance variable. That way say lane 2 is the middle lane, your instance variable for player.lane would be set to 2. If you hit the right arrow it sets the variable to 3 as that is the next lane you would move to if you went to the right. You then have logic that looks at the number which is now 3, and moves your car over (vectorX) into lane 3. So hitting the right arrow adds 1 to the variable telling it to move you over one lane. The left arrow subtracts 1 from the variable as you want to move to the left. Of course you need to also make sure the variable does not go beyond 3 or less than 1 as you are only going to have 3 lanes.

  • Yeah, the manual, tutorials, and the example projects when you go to new project in construct 2. They have lots of great examples that you can build off of.

  • I honestly have to say I would do a few more tutorials. The main ones that I would get through are the space shooter, ghost shooter (maybe you already did that one) and the platforming tutorials.

    The next thing is go play some games that you like and let them inspire you on what you want to make. Starting with a platformer is a pretty good platform. The tutorials on it will get you up and running on having multiple animations for your sprites, working with different types of objects (Solid, Tiled, etc...) platform behaviors.

    You may also want to look at some of the physics tutorials. Basically for me it was a matter of going through about 10 tutorials which really allowed my mind to start thinking about how I would apply some of the techniques and that is what inspired me for what types of games I wanted to make first.

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  • Good luck with that, easy and making multiplayer with C2 are not even in the same geography... Tutorials on simple nuclear fusion may be a bit more realistic :) Especially since C2 has no built in support for multiplayer. Just saying, I doubt you will find an easy tutorial on it as there is nothing easy about this particular topic when it comes to C2. If you search the forums you will find some examples, but none of them are easy or short, they pretty much all require heavy coding and running your own serverside system for it.

  • I think the referencing is the key, to be able to go to a todo list and double click on an item in it and have it jump to the referenced event or object in my project would be very nice. Visual studio has so many great conveniences when it comes to tracking progress and tasks within your project and quickly finding them to continue working on them. Comments are for adding context, but unless you want to search through them and then search again to find where the relevant objects or events are, then a TODO list would be a great addition. Of course, it would only really be of use if it keeps context of the relevant objects or events. I know I sound redundant on that point but redundancy is the path to familiarization, and I would love this feature to be as familiar as possible so it gets some traction. +100

  • You can't help someone if they don't really want to be helped. He has repeatedly ignored advice and questions that may help find the issue.

    cesarzevil As mentioned DO NOT share your game Capx file, but create a new capx file with a similar setup (none of your original graphics or proprietary content). If you cannot reproduce the issue using generic images and objects, then that is more proof that it is your project causing the issue and not the tools. If you can get this behavior with no events and only your objects with physics assigned, then it should be no problem for you to recreate the issue in a new capx that nobody would "want to steal". If you can't recreate the issue, again, more pointers toward an issue with your project.

    But if you refuse to listen to reason and not take the advice from those who have actually successfully created physics games on these platforms then the issue is between the keyboard and the chair... PEBCAK Error...

  • Using the information in the links they posted here would be my first thought.

  • Yes, not sure what else you would like to know. You can use sprites as the buttons and use events to do the math. For example, hit the 1 button and the number 1 gets stored in a variable do the same with your mathematic operators and other numbers, concatenate them into an expression then display the result. That would be a very basic way to start...

  • Instance variables that can be used to determine which movement type the characters should use may work here. Have your movement logic check the value of that variable before it moves a sprite.

  • Thanks! If there are any questions you feel should be added or topics I may have missed let me know and I may put them in a future survey.

  • Currently Spriter seems the best option for adding boned animations to C2

    Spriter lets you assign sprites to bones, but that is during design time in spriter. They have also mentioned they are going to allow for more dynamic skinning of characters to in the near future.

  • The issue with using animation as opposed to rotation on turrets is that the sprite editor considers the right hand edge to be the "front" of the sprite. Best would be to use rotation but have animation frames for your effects while it rotates.

  • Check the current angle and then set your animation frame based on it

  • Designing your app badly is not something that Construct can fix for you. As others have done more complicated projects with better performance on those platforms, the issue is in the design, not the tools.