CairoCreativeStudios's Forum Posts

  • Ohhhh...ok I got it working now. What I was missing was the event object is outside layout --> destroy, without that my enemies kept spawning on layout.

    Thanks bros.

    If you want to make your life a little easier, there's also a behaviour you can apply which does this for you.

  • Oh and if you want Construct Classic, here's the SourceForge download: http://sourceforge.net/projects/constru ... e/download

  • In my experience using cocoonjs as export is much better and convenient. It gives better performance. You can check my game for reference

    Link : - play.google.com/store/apps/details?id=com.jj

    I would agree, but Crosswalk is also a nice one too if you want to take that route. I use Crosswalk for my games and don't experience much of an issue in performance on most devices, but it's a known fact that CocoonJS performs better.

  • In the layer tab at the right, add a new layer and call it "HUD". Whenever you select your "HUD" layer, you'll see it's properties on the right. There will be a parallex option for both X and Y, just change the values from 100 to 0 (and you'll probably want to do the same for Scale Rate). Finally, right click your health bar and move to layer "HUD".

    But, if you're making this sort of thing, you should take a look at this:

    https://www.scirra.com/tutorials/594/bu ... erface-ui/

    This provides a method of making a HUD that you can apply to multiple Layouts, so if you're making an RPG game you will be able create on layout for HUD that you can quickly and easily apply to every level in your RPG game.

  • Are you trying to ask if the multiplayer is crossplatform (or everyone plays on one server), then yes, if you set it up this way. The only reason you wouldn't want to be the case is A. The devices have different versions of the game, so they don't function the same way, or B. They device you ported it to doesn't allow this. (For instance, if you port to Wii U, I'd assume that it'd be in part of the agreements when porting to it that you don't do that, ESPECIALLY if it can be played on competing consoles), but that's about it.

    I actually haven't testing on mobile, but I think it should work. I don't see any reason why it wouldn't, judging by the way it works. If you wanted, you should be able to port the game to every device Construct 2 can offer and the multiplayer should still work the same.

  • I know it's been years, but you've just saved me from an extra hour of work, thanks a lot Pode!

    I'm making a very complicated system of multiplayer and wanted to be able to use Base64 as part of it (uploading custom characters) And now I can!

  • Okay, I could do that, but before I do, what I'm saying is what you want, right? A rope that is physics based and an example of an enemy grabbing it? I hope I wasn't confused by your original post.

  • Actually, if you want integers, you want: int(random(1,5)), or you can use choose(1,2,3,4). The manual explains the subtleties of the two random() commands.

    https://www.scirra.com/manual/126/system-expressions

    Oh, and you can always use round(random(1,4)) as well. I had no idea there was a choose() function though, thank you!

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  • Follow the pin rope style example inside Construct, but change the bottom object on the rope to have applied physics. By doing that you can create a really simple rope, and then you can handle the testing of if an enemy touches it after that.

    If you'd like an example, I could post an example project.

  • If you're using the physics behavior you can't actually change the angle of gravity, but you can replace gravity altogether. If you wouldn't mind it, you can actually change gravity to either an impulse or force acting upon the object and use a variable as it's angle. So whenever the player triggers the switch, the impulse/force angle will adjust according to that.

    You can then change the angle of the sprite to the variable you used for the angle of physics.

  • random starts from what you want it to and ends where you want it to. What you want is "random(1, 4)". This will give you a number in between 1 and 4.

    For what it's worth... it works swell for me. And as Kyatric says, it works... but you don't really need a URL per se.

    Just upload all your sound files to the media folder. This folder must reside as a subfolder in your project. So even if you have not imported any sound or music into your project, you can always create it on your server. As to the sound files you put inside - it's best you convert them to both ogg and m4a format.

    As for coding, just use the "Play (by name)" action and key in the filename without extension.

    Voil?!necromaster2013-04-24 09:46:43

    Is this actually tested and functional? I'll have to try it myself.

  • C2 is the most brilliant and intuitive tool I ever used. And the more important: the main focus is on how easy/quick it has to be for everyday usage. You know how much I love it.

    Totally agree! Construct 2 is probably the best tool on the market. Who says you can't make big projects with it? What Construct 2 does is draw in bigger teams and small ones, allowing single people to design games on their own, or big teams to deliver games much larger than what's typically possible. To me it almost seems like people automatically assume a tool is bad whenever they notice that it's easier than something else, but this engine definitely deserves a lot more notice than what it's been given, and you've got it my friend, you're game is one of the lights it's been searching for to pull it out of that. I can't wait to be able to test out your game! It looks brilliant!

  • Wow! Your artwork is outstanding! I've been waiting to be able to find a qualified artist to work with! I'll email all this to you as well, just to be sure you get it: I just recently started my website with my portfolio, but you can find some of the things I've made so far there: thelegendarychayed.weebly.com as of right now I'm designing an endless running platforming game based off the game Drill Dozer for GBA that I'm going to be releasing on Android and IOS. I use Construct 2 for my games, but I'm an experienced programmer and you can find my resume here: resume.com/chadwolfe

    I am also experienced in using the UE4 for game development, so if you can make some art for a game that could be made in that, that'd definitely make even more interested.

    And if you're interested, this is my old website, which I stopped updating quite a while ago:http://kiira.weebly.com/

  • Well, by the sounds of it, you don't seem to be entirely experienced in all of this. In terms of making a good looking platformer or pixel game at all, Unreal is not really the way to go unless you want to put a lot more time into it and even the visual scripting is more difficult to comprehend than Construct 2's. Construct Classic has actually had my attention for a while, as I'm an experienced programmer. As for what you can do in Construct 2, it's practically unlimited. You can use 3D graphics, and to be honest you can do just about anything you could do in everything else. WebGL is just a web port of OpenGL, which is DirectX's rival, and is actually a lot easier for rendering graphics. Hell, get your hands on a programmer and they could even program in DirectX, though that would be a waste, DX is much slower and doesn't seem to have anything to beat OpenGL and WebGL. I would check out the possible things you can do with HTML5, as that's the programming language that Construct 2 uses.

    But, Construct 2 includes basically everything to make a game like the one you linked, it wouldn't take long to duplicate it. The designers here just chose to make games differently, they design games mostly on what they think sounds good, which is okay of course.