Chris PlaysOldGames's Forum Posts

  • If you are using a checkpoint (aka save point) correctly the enemies that were killed would stay killed... That said, if it is a platformer style where only the player location and score is checkpointed then you will need to respawn all your enemies whenever you restart the level from the checkpoint most likely using a variable.

    But like DGC said.. we need more information to tailor a fix for your specific need.

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  • Set the button invisible by default. Then use a variable test canLoad=false. Set canLoad=true when save game exists and use an event that tests canLoad and when true set button to visible. You can also use the same variable to enable/disable the button in case player can still click where it is hidden and activate it.

    You can also simply spawn the button at the coords you want, or move it on and off screen as needed instead of using invisible.

  • You can always make an event that says "If player object is overlapping (this) then drop" and put all the objects of (this) type in a family.

  • Are you referring to the examples on the start page? If so then yes you are supposed to use them as templates to help you make your game if you need. You will also find some very cheap templates in the scirra store too. The "Clicker Wizard" proof-of-concept game in my sig I made using a template I bought for like $3.

  • You will need to have the brick spawn-other-objects when hit right after you destroy it. The "pieces" will all need to be spawned (I would use a function call) and affected by a slight random force to push them outward. All the "pieces" would need to be physics objects so they will fall with gravity (unless you move them manually via bullet, etc). If they are physic enabled they will land on solid (floor, platform, etc). You would also need to add the fade behavior to them set to disabled and then enable it when you want them to fade.. either by timer on creation, collision check, or testing whether they are moving anymore.

    The player landing effect is basically the same principle. You will need to put an image point at your player's feet and use it to spawn-other-object being your dust sprite that fades away or a particle effect you make with the particle object.

  • Did you make sure it was the appropriate size and type? It will only accept a certain size and type.

    If all else fails you can try updating the whole game or adding it as new.

  • Construct 2 is all about instance picking. I had the same problem with my side scrolling space shooter. All my basic orange enemies fired at the same time. I had to figure out how to get Construct 2 to pick them individually. It wasn't easy and I finally had to settle for what looked right. I ended up using a choose random on screen loop.

    As for the firing the wrong way.. that sound like more of a bullet behavior issue. Make sure the speed is positive value for left-to-right and a negative for right-to-left.

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  • It's not so much that you get cool tricks that others don't have when you upgrade except families... which are worth the upgrade alone.

    What you get from upgrading is Construct 2 looses all of the aggravating limitations like the number of events and sheets and the like.

  • A couple of questions... if both player and enemy bump each other, how do you control which has more bump? Otherwise, they will eventually get into a stalemate. I envision the player causing 100% bump when he strikes enemy with his bump zone (aka front) and less so when not and same with enemy... with each "bump" causing both to rotate away so they have to reorient for next bump and thus can be advantaged/disadvantaged (I see a real cool multiplayer game on the same keyboard too).

    Also, what do you mean by "and have 360 vision of player"?

    One problem I foresee is you will have to have some sort of AI events. If you just use enemy go to the player location (and ram) the effect might not be very challenging.

  • The wait-for-signal is a systems specific command called from an event, not as an event. What this means is you need an event that sets the signal to be called as an action...

    ie.. [This thing] On created-

    action- Wait-for-signal (mySignal)

    action- do this thing...

    Then you have to send the signal as an action from another event.

    ie.. Compare value {someVariable}=10-

    action- Signal (mySignal)

    The object waiting for the signal will now do this thing...

    Now as imhotep22 pointed out, there are other ways to do this just as easy. Instead of waiting for signal you could simply put a variable (instance or global) that you changed values of and test for that to trigger the object or use a function call. Constuct has simply gave you a variable called signal and you are filling it with your tag and comparing its value with Signal command.

  • Sounds like a neat concept, did you get it working?

  • Are the two backgrounds the same size or is the colored tile one smaller?

    If the tile area is smaller and the intent is to have player keep ship on the tiles then you could use an event like: Is not overlapping tiles AND is overlapping space then destroy... if you want to create the illusion of falling in 2d you could shrink the spaceship as it "falls".

  • From those images it appears only the orange suited fish has events.

    Making separate event sheets won't help if Construct doesn't know which object to work with. You can do it all in one event sheet. You just have to make two separate sets of events that apply to each player independently. The platform behavior is bound to certain keys by default so I would assume player 1 would use those. When you make player two you will need to use the behavior events with on-keypress "simulate control" movement/jump/etc. and set the second's behavior "default controls" option to NO.

    Here is a super small .capx with 2 person controls. One is default and the other is controlled via W,A, and D.

    https://1drv.ms/u/s!ApREGYJdm9zRgQJwDqj04FjKeRus