Chris PlaysOldGames's Forum Posts

  • Rent Construct 3.. you don't purchase it.

  • The same thing used to happen in Super Mario if you landed between the two Goombas and not on one of them.

    Make sure all your collision polygons are as tight as can be for starters.

    Finally, one fix would be to make a variable that is triggered to true when a Goomba is killed and then set back to false fractions of a second later. Now have your collision with Goomba simply compare that this variable is false before damaging the player.

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  • If using in a top down game then either use pathfinding or give the ghost a bullet behavior with the speed you want and then use "set angle to position" action in your ghost sprite and set its parameters to player.x and player.y...

    If using in platformer you will need quite a few things to make it work and we would need more information about what you are actually attempting as dop2000 pointed out.

  • Did you start with this tutorial? https://www.scirra.com/tutorials/37/beg ... t-2/page-1

    It is the best one to start with and will answer your question the best. It will also be much easier for people to help you if you start the tutorial and then ask specific questions about the tutorial if you come across something you just don't understand or can't get to work.

    I am not dodging your question... it is just that there are a dozen ways to do what you ask... the easiest being give the enemy the bullet behavior with a speed value and run an event every tick that "sets its angle toward position" of player.x and player.y (if player sprite is named "player").

  • You can use system command "Reset global variables" to reset all the global variables in the project to their initial value.

    Put an event that does that in your on start of initial layout should solve your issue.

  • I would definately prototype with a smaller version

  • You can rename image points and then call them specifically in your events and actions.

  • You need another variable to track workers on the farm. You can then use a condition event that checks the variable and if workers =1 then add 1 to food, if workers =2 then add 5, if workers = 3 then set boolean isFull and add 12 food.

    I would recommend not having the 12 be 3 seconds and 1 and 5 be 2 seconds... it just add a layer of difficulty that is not needed... just decide how much 3 workers will make in 2 seconds... this way you can put the above in one event that is triggered every 2 seconds.

  • There are a couple of ways...

    1. You can use the audio action "set muted" to mute any sound on command and then have your mute button set all running sounds too muted.

    2. You can have all sounds called from their own group and then set that group disabled on mute.

    3. You can give the sounds you want muted audio tags for "muted" and "unmuted" with event actions that use "is not "muted"" in order for sound to be played.

    4. Or as mentioned above you can set the master volume if you want everything muted.

    I think the first one is the easiest to use unless you want to mute everything. It is the one I used for music mute option in Capt. Doe Saves the Universe.

  • Here is a very short and easy to follow tutorial with voice:

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    Just change "health" with "progress".. otherwise all is the same as I described above. The principles are the same as what you are trying to do.

    The only other things you will need are the system event that every 1 second minuses 1 from progress variable and the event in your pick ups that adds width to it.

  • Go to youtube and search for construct 2 tutorials. There are many video tutorials out there on this topic.

  • Make a sprite that is x in width and whatever height you want. You will need a variable for convenience that is set to whatever "full" width is if picking up an item makes it full or for other times you want to easily set it full (sprite-set width-variable). If picking up an item gives a certain amount (or random) then you can handle that in the pickup event easily without a variable. Now decide how much of your X width looks right when reduced each second.. 1 pixel, 2, 3 etc. and make a system event for Every X seconds and set it to 1. In the actions use subtract the value you deemed looked right from width. Now all you need is the pickup events that will simply add multiples of this amount to whatever level you wanted. I would also have a safety event for if width < 0 width = 0 (of course your fail event will cover this too) and if Width is greater than your predecided width then set width to your predecided width... (sprite width > 100 - set sprite width 100).

  • Yeah, I guess I could have been a little clearer on that point.

  • Yes, it is very easy to understand. I gutted the heck out of it and have used pieces and parts in several projects.

  • You have to use the right event... In your Sprite object use System: Every Tick - Set Angle Toward (Mouse.X, Mouse.Y).

    If you use any event with set angle it will want the angle. It is easier to use "set angle toward", then it expects (and asks for) the X and Y positions.