BunnehBoy's Forum Posts

  • Found an answer to my problem: http://berryijmker.com/how-to-create-a- ... t-2-html5/

    In your top layer set “Force own texture” to yes and “transparent” to no. Create a sprite in that layer and set the sprites “Blend mode” to “Destination out.”

  • 99Instances2Go

    I tried using the textured quad feature, but I can't geit it to work correctly...

    Would really appreciate some help <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    .capx: https://www.dropbox.com/s/8o42ero5bopq8 ... .capx?dl=0

  • I've been searching around trying to find an answer for a few hours now.

    Basically what I want is to show a tiled background that lies behind the actual backround to be shown inside a sprite all the way in the foreground. Is this possible with any combination of effects, blend modes or maybe even third party plugins. I want the system to work like this so that the spikes look different from one another, but also so that I can rescale them without worrying.

    Is there maybe something else I could do that would work better?

    example .capx: https://www.dropbox.com/s/8o42ero5bopq8 ... .capx?dl=0

  • This is for your first sentence

    Action:

    Create object "PlusSign" X: random(ViewportLeft,ViewportRight) Y: random(ViewportTop,ViewportBottom)

    did'nt understand what you meant with the two last sentences.

    If you could specify what you mean I would be happy to help.

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  • Holy crap, you guys really misunderstood this guy. He's trying to make a game that works on one layout and randomly choosing "scenes" to create a somewhat randomly generated game.

    This type of game requires some experience to make in construct 2, this might be easier with some other game engine. You can instead try to make some simple games first to learn the software and keep your dream project in the back of your head until you have the experience to make it.

    PixelPower

    I think it's a good idea to start of with a very simple game (for your first couple of games). and then focusing on polishing that to the best of your ability. Telling people to start off with a big complicated game is almost assured to trap them in "development hell". Better too small than not finished or even unpolished.

  • Hi!

    If you are not experienced in construct 2 and/or game making I do not recommend you build this type of game. Start of with something extremely simple, think simpler than flappy bird. There is no simple way (to my knowledge) to make a scene based game in construct 2. I see that buildbox has a scene editor, this is not a feature in construct 2 and would take some experience to replicate in construct 2. try and make a game that is simple to make in construct 2. The pros of construct 2 over something like buildbox is that you can build almost any type of game and get more "customisation". Wow I said construct 2 way too many times...

  • sorry... I had to!

    Anyway, the problem is that you are only running the actions that create the snakebody once, on the start of the layout. What you have to do is put the actions to make a new snakebody sprite and pinning it, in the event where you add 1 to score.

  • Have you tried rubbing it?

  • First you need to pick the closest object using the pick nearest/furthest condition inside ob2

    condition in ob2:

    Pick nearest: X: ob1.X Y: ob1.Y

    Then rotate and move ob1 using these actions. I have showed two different ways of doing this on both actions.

    action: Rotate ob1 towards position (X: ob2.X Y: ob2.Y) or Set ob1 angle (angle(ob1.x,ob1.y,ob2.x,ob2.y))

    action: Move at angle: (self.angle) or Move at angle: (angle(ob1.x,ob1.y,ob2.x,ob2.y))

  • Oh sorry, did not even realise I had added that behavior. I just uploaded a .capx without the plugin:

    https://www.dropbox.com/s/orxulcub04aiu ... .capx?dl=0

  • I have recreated the problem in this capx: https://www.dropbox.com/s/orxulcub04aiu ... .capx?dl=0

    Basically I am working on a level editor, Each object in the game has an instance variable called IconFrame. There is also an icon object, the icon object has as many frames as there are objects in the game and each objects Iconframe instance variable is "connected" to the correct frame in the icon object. Although when I try to change the animation frame it doesnt work.

    If anyone knows how to improve the icon system or how to make a better one I would like to know.

  • Maybe make an ID system(Also making the player able to save to a name) using constructs function and random features(if you want multiple save files). and use an array and/or LocalStorage keys. Since it's a PC game I recommend using NW.js, it makes it easier and cleaner to set up some "safe" file directories. This will also make it easier for players to share save files. If you are making it for NW.js dont use localstorage.

  • I figure it out, I just had a problem with my events. Used an at with the for each element loop instead of testing for the current Y and then trying to pick the correct instance.

  • You can't create an object based on UID, I use the nickname plugin/behavior for that. As I said I have already made the game save its objects to an array. And I have managed to get the array loaded into the game. A few minutes ago I managed to load the objects by nickname from the array, but I cant figure out how to set the JSON state to the correct objects through picking etc.

    Edit: changed the If to a foreach

    so when game starts | foreach {arrayData.at(arrayData.IndexOf(object.UID), 1)} (CreateObject Object, SetPosition.X (arrayData.at(arrayData.IndexOf(object.UID), 2), SetPosition.Y (arrayData.at(arrayData.IndexOf(object.UID), 3), SetLayer (SetPosition.X (arrayData.at(arrayData.IndexOf(object.UID), 4)))

    I am already using a for each.

    Updated .capx (figured out how to load the objects, not how to set the JSON string from array, picking the correct instances etc.): https://www.dropbox.com/s/77c3rxdyu5ptz ... .capx?dl=0

  • I still need help btw.