Chris PlaysOldGames's Forum Posts

  • If you have the platform behavior attached to your player object then the arrow keys are already set up to work by default. left/Right/Jump(up arrow).

    You would use "Simulate platform" movement if you wanted to change the controls to another key, ie. make the space bar jump or use W-D for left/right, etc.

    Make sure you have added the Keyboard object to your project!

  • The accelerate toward point does just that...

    You will need to set its speed/acceleration via a trigger once it arrives.

  • [quote:amix9xc2](I did this because of what you said in the tutorial)

    Thanks Codah, I am always looking for more efficient ways to do things. Coding has never been a strong suit of mine so many of the tricks evade me.

    I am more the shade tree mechanic getting the car running with duct tape and JB weld.

    [quote:amix9xc2]But you see, if you drive your car to the complete left or right, then you'll never encounter an obstacle. I will need to find something to avoid that. Maybe add some random stopped obstacles on the side of the road. Like cones or whatever.

    I just threw this together for someone as an example, didn't tweak the gameplay, if you narrowed the road a little it would eliminate this issue.

    [quote:amix9xc2]Can you explain me how the System-Every random(2,8) action work? That it mean that the car is created randomly between 0 and 2,8 sec?

    It creates a car every 2 to 8 seconds.

    [quote:amix9xc2]I would also like to understand what is the purpose of the line System-trigger once after the spawning? Does it prevent to generate the action twice while the car is still on the layout or not destructed yet?

    I am not sure why I used it there without looking at my event but anytime you have an event where the conditions are not specifically triggered once (aka collision) then you need to trigger it once or else it will be run 60x a second (each tick) per iteration until the conditions are no longer satisfied. Example would be an object overlapping condition where you move one object away if it overlaps another it may run through several passes before moving away since it detects overlapping for a duration... by triggering it once it stops after firing off one time until it detects a new triggering of that events conditions.

  • Its easy... come up with an original, ground breaking idea complete with catchy title, original sound track, and never before seen graphical style..

    Ok maybe that is a little far fetched, however, if you make a cool original game that is fun to play and not simply a clone I would be suprised if anyone dropped it.

  • Here is a tutorial I did for a vertical game idea much like you suggest. I know its very basic, is vertical, and uses the random spawn you don't want but it may give you some ideas.

    https://www.scirra.com/tutorials/1202/very-basic-top-down-vertical-driving-game-capx-tutorial

    I don't see what you have against the random spawning of items in the lane the whole fun of avoiding is the possibility of an impossible combo.

    You could always have an invisible sprite covering all 3 lanes with the condition if more than one of each lanes sprites are overlapping it at once it chooses a random one and deletes it...

    The lane change thing is easy if your player can't move forward or back.. just have an invisible sprite in all 3 locations and tween or move/snap the player to the one above, below as chosen.

  • How far we have come since 1992...

    Yes, it is possible to make such a game using Construct2 (and Construct2 is probably best option). That said, it will require quite a bit of learning on your part: Isometric or top down, hand made grid or array grid, turn based actions, enemy AI, multiplayer or local turns, etc, etc.

    I would recommend starting small and make a single top down level of a similar gameplay.. dungeon crawler etc, using editor art (aka stick figures) and if you get it working then you will be in a better place to decide if your ready to tackle such a project.

  • [quote:35dojwle]That's a lot of events instead of

    Splatter on created

    • splatter set frame to : choose(0,1)

    I knew there had to be a more efficient way to use choose.

  • You choose the frame you want displayed via actions after you have set animation speed to 0.

    If you want it to be random you will need to put an instance variable in the object called something like splatter then On created event have it do a choose(0,1) action and set the zombies splatter variable at creation to 0 or 1. Now in the zombie die event add two sub-events with conditions of splatter = 0 then action set frame 0 and condition event splatter = 1 set frame 1 actions.

  • You hear time and time again that you should never make your art first, build gameplay first. I have been starting games for years and slowly grinding to a stop because I start working on the art and never get back to designing my game idea. When I came over to Construct2 from Torque2s/3d, Unity, Stencyl, Game Maker, and even some CraftStudio I decided to make a learning game and only use art I made in the internal sprite editor. It was pretty fun and I stuck to it and finally released a pretty stable 100 level side scrolling space shooter using just Construct2 editor art. It was so much easier when I didn't worry about my art and just focused on gameplay.. the art turned out pretty cool and game is actually fun I hear.

    My advise would be to do the same, make generic art using ediitor even if its just stick figures. If your gameplay is a super fun hit you can always find or hire an artist.

    My game is on the arcade and link is in my Sig below if anyone wants to see my uber cheesy editor art.

  • You will need an instance variable that stores the damage (power) build-up and then whatever method you use to knock-back/up (8-way, pixel based, custom movement, bullet behavior, platform behavior, physics, etc, etc) you would use the damage (power) instance variable in the condition for various strengths...

    Add the physics behavior and apply a one time force based on instance variable level with X,Y vectors should do the trick.

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  • Sounds like this tutorial is just where you need to start:

    https://www.scirra.com/tutorials/37/beginners-guide-to-construct-2

  • Yeah after hearing exactly what your doing I don't see how you can optimize it further.

  • In case you don't understand the picture...

    The collision bounds are inset so it never detects the collision with other box until is IS overlapping.

  • Do they all need to be updated at once, could you divide the updating between events at different times or even filter out items that haven't changed since last update?