Chris PlaysOldGames's Forum Posts

  • Lord of the Rings Online does this very well. They not only add the screen distortion, and blurriness, and color fade they go one step further to make your camera controls less responsive so your avatar can't be kept in center of screen easily.

    The Shire pub crawl during festivals where you have to hit all the pubs in the shire and drink in a certain time frame is hilarious by the time you get to home stretch.

  • Sounds like a stealth game... does the light source change locations or are the shadows in static locations for the layout?

  • So as long as it doesn't detect an obstacle it continues to go left... sounds like its doing what your asking of it.

    How are you stopping it?

    Have you tried using System:Trigger Once in the event conditions?

  • Like IamHarlow suggested, put a timescale=25 debug line in your on-start and see if that slows it down enough for you to see.

    The problem is event sheets fire off at 60 times a second, you can slow this down by using every-x-seconds instead of every-tick and something like 0.1 seconds (fast but not blindingly fast) in your constantly running events

  • If you not using it globally then yes make a instance variable holder.. aka invisible sprite and use it to hold your monsterNumber local variable.

  • You could do a System: distance(player.X,player.Y,firepit.X,firepit.Y) <= 10 (your distance) then do animation and other actions.

  • Are your sprites on the right layer and your Main a higher layer number than the background?

    Locking just makes it so you don't accidentally edit items in that layer.

    If you can put your .capx up somewhere like dropbox we can probably pin point what you did pretty quick.

    Silly question.. when you say layout, do you have more than one layout? If so make sure your game properties (to left when main layout is selected) is set to start at the layout you want it too.

  • Make a global variable (example monsterNumber) and set its value to 1 before each spawning of monsters.

    Give each monster an internal (instance) variable (example myNumber) and initialize it to 0 after every fight (and on start of game).

    Now when spawning monsters assign the first one's myNumber the value of monsterNumber and then increment monsterNumber by 1. Repeat for number of monsters.

    Now you just have to use your Family/monster myNumber compare to activate.

  • One way that I just tested and works with some tweaking... Make two circle sprites, one larger than other slightly so when they overlap you get your "ring" when inner sprite color is set to backgrounds. You can make circle sprites in Construct2 sprite editor by using paint brush and setting its brush size to 260ish for large and 250ish for inner.

    Click the crop tool to remove excess from around edges and then edit collision polygons by right clicking circle and selecting "guess shape", tweak and add points as needed.

    Once you have your two circles arrange them on layout so your ring is showing.

    Use System Every X Seconds and set to whatever you like... I used 0.1 and it worked good but if you want it faster than use 0.0#. You could use every tick... but why.

    I made a sub-condition off the Every-X-Second that does a Sprite (your bullet object) is overlapping inner sprite and then right click and choose Invert.

    The action is Sprite (bullet object) bounce off outer sprite. You would also put your angle stuff here to keep it angled back inside.

    It worked as intended but would need some tweaking to be perfect.

    Another method since its a circle and the distance from center will always be the same, would be to get the center X,Y coordinate and then have the bullet object check its distance from center (var) with a center.X,center.Y, bullet.X,bullet.Y action and then react if its greater than your "ring" distance from center.

  • Have you tried giving it a bullet behavior with gravity and tweaking it till it jumps and falls right?

  • What I am hearing: "I want someone to make me a template I can tweak for my own".

    Someone already has! Its the Flappy Bird template! It and some minor sprite collision points and rotation events and a cheap GUI pack from the Construct2 store and you have all you will need... except the important part... the drive to get it done through a little effort.

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  • You will find that unlike many software manuals, Construct2's manual is your friend. It is very comprehensive!

  • I changed the link above to his GitHub for all his cool templates, select one you want and choose "Raw" to download.

  • Do you use On Start of Layout: Restart Layout in each one or do you just use Go to Layout?

    Just make sure none of your layouts you reload initialize any variables you need kept persistent throughout the game.

  • Choose works very well.

    You can also do it by randomizing a variable and depending on the variable value play an animation.

    Ie. butterflyVAR=random(0,10) (number of animations) then set each animation to a number butterflyVAR=1 play animation1, etc.

    You could use an arrays if you had lots of butterflies.

    For what your describing choose is probably best.