Chris PlaysOldGames's Forum Posts

  • Check ALL your image points, each frame has its own... you will need to make sure all the image points in all the frames are right.

    I can't remember if there is an apply to all like their is in collision box menu...

  • I think he means groups.

    I tried to figure this one out myself and have yet to discover a way outside simply making a long event full of activate/deactivate actions.

    You could put it in a function so you only have to type it all out once.

    I guess you could always put the groups in a master group and set that to deactivated... but the world might implode... never tried it.

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  • Why are you waiting the two seconds, for animation to finish its cycle?

    Instead of the wait try using an On finished event that sets variable or just chooses next animation

  • Cute game idea.

    Your description is kind of confusing, all I see are ants, grasshoppers, and a spider. It seems to play as I think its intended except for the spider which does nothing.

    The spider has no referenced code for its turret behavior besides the enemyfamily ones. The Enemy1Turret is scripted but the Enemy1Turret2 is never referenced from what I could see.

  • I assume you are doing this so the player can't activate something the spacebar does...

    Two ways,

    Option 1:

    Have the collision set a variable that is in the condition for the spacebar press.. ie. on-collision StopSpace=1.. in conditions for spacebar event add StopSpace=0:

    On spacebar press - Action Do awesome thing.

    StopSpace=0

    Your collision event should be set to change it back to 0 after the 1.0 second wait. This way your not disabling the spacebar itself, just the events it activates.

    Option 2: Put the spacebar event inside its own group and then have your collsion set this group "deactivate" for 1.0 second then "activate" again.

  • Store them in an array?

  • I assume you are using timescale=0 to pause your game?

    You simply need to add an action in your on start of layout event that always sets timescale to 1.0.

    In my space shooter (in my sig) it pauses on P-press and also when Upgrade store menu is opened. I had to reset timescale upon exiting both and at start to layout to fix the exact same problem you are describing.

  • Please attach your .capx or a screenshot of your code, its hard to see what you did wrong otherwise.

  • lol korbaach that is awesome! That is just what it needed.

    [quote:dki320xl]Thank you so much Master!! (can I call you that?)

    I am no master by any means, I just kinda "get" Construct2 logic building for some reason (even though coding has never been a strong suit of mine).

    I like making it work in ways programmers don't think about, see my turn based project that doesn't use arrays, grid, or tiles..

  • Cute game. I like the style, you do the art?

    I noticed one minor problem. If you jump you cannot jump again until you move.

  • Start by not opening multiple threads for the exact same topic...

  • I threw together a .capx file for you. Its kinda late here so I didn't have time to comment it much. I think you can figure it out though its pretty straight forward.

    All it does is call for a random spawner object (one of 5) to spawn a random piece of 5 fruit every 3-4 seconds. The fruit and floor have physics so they fall and bounce but you can give the items bullet behaviors and set angle to 90 and whatever speed you like and do an on-collison or overlap with floor instead.

    Hope it helps you see one way to put together multi-items selections without the complication of arrays.

  • Let me start by saying, very neat idea and fun game.

    I took a look at it and got it working for you. The problem with the way you were doing it is that you were creating the sprite that made the orb but never destroying it. Yes, you had it set to destroy outside layout, however, it never technically left the layout. It just kept growing and growing and growing....

    I used your explosion variable and set it to 0 at start then had your hitpoints >= 6 event turn it to 1 which triggers the orb then waits 2 seconds and then destroys it and sets explosion back to 0. I also reset the explosion variable if you die and reset game, this way its always ready to be changed by bomb trigger event.

    I didn't like how the original 4 instances were always coming on screen at start of game from same place so I corralled them for you where they are terminated when game starts (they only have to be present when level is loaded). You can always free them and delete the kill sprite if you don't like it.

    Since I played the #$^% out of your level to test my work (and its kinda challenging if you miss the first 5 red orbs) I have the following critique:

    1. When I made red orbs worth 2 health to make debugging easier it seemed more fun... maybe make them worth 1.5 will feel same and work with existing art. Try it and see what I mean.

    2. With the enemy orbs never destroying themselves it eventually gets too crowded to move, maybe make a % chance when two orbs of the same color collide they destroy each other.. this might allow player to last long enough to set off more than one bomb.

  • Do you have a set color, or colors you want?

    If you know the color you want it changed to you can make a new frame for the sprite in the new color and then change frame when the new colored sprite is needed. You could have as many colors as frames you wanted.

    If its more random then you might have to use effects.. but not up on their use.

  • At least you didn't pick make an RTS as the game you wanted to ma.... oh wait, nevermind...

    [quote:3a15sdd3]1. How to make a manual in-game click and drag selector (to highlight units)

    Try making a sprite set to low opacity that is set to visible with mouse click and drag, have the sprite scale large with the drag event and then have an "is overlapping selectionSprite" in everything that can be selected.

    [quote:3a15sdd3]2. How to make a manual character panel for each sprite

    Not sure what you mean by this.

    [quote:3a15sdd3]3. How to make multiplayer engine (Having a hell of a problem on this)

    This is like going to NASA and asking "How do I get to Space?"

    There are several tutorials and example .Capx on these forums for multiplayer but this will be your biggest hurdle.