Chris PlaysOldGames's Forum Posts

  • Ok, I tweaked the .capx a little so it should now do what I think your looking for.

    "Scroll to" would seem like the best behavior option to do what you wanted but it doesn't have any option built in to allow you to only scroll vertical, so I did some searching in these here forums and found a nice event by Shimo that did the trick. The second problem is Wrap to Layout behavior to bring bird back in from opposite side didn't work right, had too much delay and using the Wrap to Screen option made the bird warp to other levels. I solved this by using spawner/destroyer objects.

    Its not the cleanest it could be and I am sure there are a dozen other/better ways to do it, however the key is to just get in there and make it do what you want in the way you know how and learn new tricks as you go.

  • Layers

    Even with free you have like 3 of them.

    Make several layers, every project should have 3 minimum: Background, Main, and, Hud (or GUI).

    Set your bottom most sprite (ie the backdrop) to Background layer and then lock the layer.

    Set the rest of your sprites to Main unless they are interface or text objects which would be set to Hud/Gui.

    When a sprite is selected look to the left hand column under its properties and you will see its current layer setting.

    If sprites on the same layer are acting whacky you can set their order using the z-order tool or an event.

  • Depends on if you are referring to 2d sprites that appear raised due to good shading techniques or sprites made using full blown 3d objects. I would say if your looking for full 3d sprites then use a program like Unity for your game since then you could use actual 3d objects in a 2d view.

    However, like volkiller730 said, it really depends on what fits with your game.

    But to directly answer your question; for the vast majority of games you will make with Construct2, no 3d sprites are too much. Especially if your targeting mobile, what good are 3d sprites without tons of particles and effects...

  • OK I threw together a very basic example .capx file. It is VERY basic but maybe it will help get you started thinking around the problem.

    The example uses the mouse and keyboard as the input but you can very easily make it touch by adding the touch object and changing it to "on tap".

    You could also play around with the "set jump strength" action from the platform behavior and cause it to jump higher on long taps and lower on quick taps if you wanted but for such a simple game I would stick to setting the jump strength once and then using level design to control difficulty.

    P.S. You will definitely want a prettier bird than mine.

    [File removed, better more complete version lower in thread]

  • I gather by the video that touching the bottoms of the pipe or fitting is what kills the bird, ending the game, and causing the totally annoying advert to pop-up.

    The pipes are pretty basic and can easily be made using the internal editor, do they ever move or are they always static?

    The bird can be a sprite with a rolling animation or a sprite with rotation added via event.

    The kill areas can be invisible sprites (much easier if the pipes don't move, even then they could be pinned)

    I would use the platformer behavior as well to have access to premade jump and other behaviors.

    I will look at it and see if I can throw together a quick dirty .capx

  • Layers are like glass panes, so bottom sprites will always be visible unless they are covered by other non-transparent sprites. You might need to set their visibility via event actions if your layers are transparent.

    Can you add a .capx?

  • Have you tried turning on the z-order tool from the taskbar and organizing the offending objects down using it?

    The manual will tell you about the z-order tool, it allows controlling z-order throughout the whole project and not just by layers like events do.

  • Thanks DuckfaceNinja, I went back and dug deeper into picking and realized where I erred early on. I read the part of the manual where it says:

    [quote:xkg5dh08]Events work by filtering specific instances that meet some conditions. The actions then run for those instances only. For example, consider the following event:

    [A simple event. Bullet hits monster, kill bullet and monster.]

    and missed the most important part later:

    [quote:xkg5dh08] In other words, if an event doesn't reference an object in its conditions, actions apply to all the instances of that object.

  • The only problem with having the object spawn the turret is if you later use something that just targets turret, it will affect all turrets in the layout. From what I can see in containers the container should keep this type issue from occurring because it treats the turret in it like a child object...

    I noticed it in my object instances that later spawned their turrets (ie. they entered the scene then did a "set-up" phase where they erected their turret and began firing) all the instances turrets would stop shooting if one was hit by my electric stun for 5 seconds weapon.

  • [quote:322iecj9]Nobody can help you with anything unless you have a core understanding on how to use [condition:pick instance]. After that, have a good look at container from the manual.

    Thanks for this, I had read these early in my learning construct2 but didn't have a frame of reference to how they allow object instance independence till re-reading them just now.

  • My crazy idea of the day...

    Does your player move in a set direction like an infinity scroller or left and right, up and down like a platformer, or freely move like a huge space style game?

    If its a one direction movement, have you tried pinning an invisible object 600 pixels behind your player and setting anything you want destroyed to be killed if it overlaps it?

    The pinned object will pin at the distance relative to the pinned target upon the pin action, so if you create the pin kill object 600 pixels behind the player and then pin it to player it should keep that distance at all times killing anything that gets that far back...

    Platformer would be tougher but if you pin it to angle as well it should "flip" to other side when you turn to go other way.. (not tested).

    Freeflying type would be toughest using this unless you made the following destroyer object much large and maybe C shaped...

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  • I have run into the same hassle with copying. I have some detailed enemies that I wanted to simply copy so as to have many parameters already complete and then modify others and the sprite into a new enemy but "Copy" in construct2 seems to simply mean "clone" which is not what I needed. I do not know if its even possible to simply "copy" an object that makes a new un-cloned object with original parameters... seems like there should be. If you find it let me know.

    Without that I am afraid you will need to make lots of objects if you want different behaviors for each.

  • I have run into the same hassle with copying. I have some detailed enemies that I wanted to simply copy so as to have many parameters already complete and then modify others and the sprite into a new enemy but "Copy" in construct2 seems to simply mean "clone" which is not what I needed. I do not know if its even possible to simply "copy" an object that makes a new un-cloned object with original parameters... seems like there should be. If you find it let me know.

    Without that I am afraid you will need to make lots of objects if you want different behaviors for each.

  • If your copying, ie. cloning the enemies from the original they will all have to have the same parameters... ie they will all have same sine, etc. If you want different behavior you will need to make a new object for the new parameters unless i completely misunderstood what your trying to do.

  • Glad my stickmen could help you get it working!

    Looks like a really cool project!