calebbennetts's Forum Posts

  • Hey, I think a lot of people want to make a 3-D game using the plugins, but the only limit is your imagination if you're willing to program cleverly with events. Could you post a link to your game? I'm interested in 3-D with C2, and I want to see what you got working and how you did it.

    Thanks,

    Caleb

  • Here's an RTS with a multiplayer option on the arcade:

    https://www.scirra.com/arcade/strategy-games/proxy-wars-armored-operations-5989

  • I think there's an "on landed" condition for the platform behavior, so knowing WHEN to do your actions should be doable.

  • I just did a few tests on C2, and it looks like if you just put the bigger number first, the loop runs itself and decrements the index like you want.

  • broknecho How have I never heard of you or your games? This stuff is genius!

  • I'm working on a game that I'll try to enter in this contest. Thanks for the heads up!

    Please don't scrap it!

    That would kill me.

    Give us more time.

    You bring up a good point, C2 has had pathfinding this whole time, too, and we're only just now starting to get some RTS's in the arcade. Some behaviors and plugins are really hard to learn, but I think they can still grow to be commonplace in the community, even after years with little to no use.

  • Wait a sec (one month ago), there's already an oil paint effect built into C2. Are you going for something more pronounced, maybe? Or if you're going for one that's optimized better, I would be really interested in seeing more of that...

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  • If you have each pickup item be a different animation or frame of the same object, you can give it an instance variable and fill it with the object's name. Then, set a global variable to that instance variable's value before you call the function.

  • If you're going for something like an inventory screen, where you can leave from anywhere on the map, you can just add the "persist" behavior to all the objects in your first layout that move or can be destroyed during the game. The only new thing is that you have to add the "reset persisted objects" action if you want the level to actually reset later on.

  • staleevolution:

    The rotating character can be turned off if you go to the 8-direction behavior and turn “Set Angle” off.

    I have a way that works for 2.5-D if you don’t need to jump over any objects or stand on top of objects. Give the 8-direction behavior to the player’s shadow, and put invisible solid objects where the floors of all your obstacles would be.

    For jumping, you can use animations like said. Alternatively, you can simulate jumping with events. I’ll include a short capx here (Google Drive is a little wierd. Just download the whole folder with the button at the top.).

    Lastly, if you want to get even more precise, give the player’s shadow 2 copies of the 8-direction behavior, set one to just up & down, and set the other to just left & right. Then, to simulate perspective, set the max speed, acceleration, and deceleration for the up & down movement to some fraction of the values for left & right.

  • I can't help but read all your posts in Columbo's voice!

  • Sorry, I've mysteriously stopped getting notifications of comments/replies, or I would have replied sooner...

    I think I will. I asked a friend to help me with level design today. He would be new to C2, so I actually spent most of tonight making a free-edition-friendly version of the capx for him to play with. I'll see if I can replace the other capx on the arcade...

  • If I understand you right, I think you want your enemy to bounce off the walls of your layout. Am I right? If you use the bullet behavior, you can set the bullet angle of motion, with the bullet behavior "set angle" property turned off, to something down and to the right when the enemy goes past the left side of the screen and set the angle down and to the left when the enemy goes past the right side. You might try these events:

    enemy.x < viewportleft(activelayer)

    trigger once

    enemy set bullet angle of motion to 45

    enemy.x > viewportright(activelayer)

    trigger once

    enemy set bullet angle of motion to 135

    Or you might have the bullet behavior moving the enemy straight down (or the player straight up) while the "sine" behavior controls side-to-side motion, but I don't have experience with that behavior. Hope that helps!

  • Oh, sweet! I clicked the links, and they're some of my games! Here's two more:

    SunglassesGuy Beat'em All by nemezes

    and my newest game, which is actually 3-d! Just use the arrow keys to change the camera angle, and CAPX coming soon! (eh, it does have one or two features that require z-order actions from the paid version, but there's probably a workaround there related to layer number)