Chris PlaysOldGames's Forum Posts

  • Here is a quick .capx I threw together of what i was talking about with frames, maybe you can find something in it to help with your project.

  • Frames have their own control actions like animations. They will be available to any object with multiple frames detected.

    Without seeing more of what your trying to do I can't determine what might be causing your exact issue. Can you put up a .capx file of just the gun swapping events?

    I can throw you together a capx of how I would do this, but without knowing how your tying it all in it might not help you with what your ultimate vision is.

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  • You can nest the conditions in a sub but the keyboard trigger should be first.

  • How are you making it go away? Are you resetting the frame to an empty frame or setting the entire object invisible?

    If you are doing either checked to see where in the event chain you are doing this, sometimes moving it up above other actions will cause it to work.

    Also, make sure you have zeroed out all the default animation controls which I believe are set to run once. I have had issues with it switching mine to end frame until I zeroed them out.

  • By layer I assume you mean layouts.

    I have run into similar issues with my current project which also has three difficulty settings, fortunately a point is a point in my game the difficulty just affects spawn levels.

    If I was trying to keep three separate high scores though I would make it easy on myself and use 3 separate global variables, one for each.

    I would either have the layout add to the difficulty variable for its type or I would set the values of the other 2 variables to say 11 when the difficulty button was clicked and just never have my highscore display my score keeping variables if they are 11...

  • Are the Blank, Silencer, and Cork (too funny) actual animations?

    If they aren't animations then why not simply use frames? Copy and paste your shotgun (or upgrade part holder) into the editor and copy it, then right click in frames bar and add new frame, paste the shotgun in and put a silencer on it, repeat for cork. Now you have a shotgun plain (frame 1), shotgun silenced (frame 2), and shotgun corked (frame 3). Now you can simply change frames when you want the right upgrade showing.

    I would make the upgrade part an object that is simply an invisible box with frames representing all my upgrades. Assign it a pin behavior so it could be spawned and pinned to either weapon via an event and then all you would need to do it tell it when to show the appropriate frame.

  • I added some old school NES Road Fighter style stuff to a second .capx file in the tutorial linked above if anyone is interested.

    I agree with Tylermon, with this type of game the player should never be allowed to move forward or backwards unless limited by invisible barriers of some sort.

    The worldly objects and terrain should move and simulated actual forward movement.

  • I was unable to import my audio together in a folder, I think its because each file has to be converted to the two supported file types and not sure if batch conversion from files can be done some way. I had to drag each file in one at a time and let it convert it to the two supported types.

  • The easiest way to handle this type behavior is with either instanced variables inside the affected object or with global variables with settings the objects scan for.

    The examples above cover this pretty well.

    I would add that I have had no problems using a wait action when the delay is small. In my current project turrets and other enemies are "turned off" for 5 seconds when hit by a certain type of player weapon. I use instance variable in each called CoolDown (also used in my weapons to stop spam firing) and turn it to 1 when they are hit with the turn-off weapon and then do a wait-5s, CoolDown = 0 actions.

    I just add If CooDown = 0 in all the important turret stuff and it works fine.

    In your example I would do something like:

    Enemy on created bullet speed 300

    Enemy on collision with SlowDownThingy set enemy bullet speed 150

    wait (however long)

    Enemy set bullet speed 300

    if you want something to determine when it can go back to normal speed then use an instance variable inside the enemy object.

    Enemy on created bullet speed 300, set SlowDown 0

    Enemy compare instance variable if SlowDown = 1 then set bullet speed 150

    Enemy on collision with SlowDownThingy set Enemy/SlowDown to 1

    on Later event set Enemy/SlowDown 0

  • I put together a very basic tutorial .capx which shows what I was referring to above, it may or may not be what your looking for but maybe it will help point you in a direction to go.

    https://www.scirra.com/tutorials/1202/v ... x-tutorial

  • If you need it to continually do this you you can assign the object the Sine behavior and set it to up and down in whatever magnitude of pixels you want.

  • Are both sets of groups on the same event sheet?

    Are you using functions or just calling the groups of events "functions"?

    All events on all sheets run 60 passes a second immediately, any [waits] encountered will cause Construct2 to pass by rest of the actions in that event till the next pass.

    Usually when things are not in sync its because of this. Make sure you have them ordered in the sheet or action list so something isn't being skipped due to a wait action.

    Also if you are using functions make sure the functions are on all event sheets or they won't work, and if the grouped events are on different event sheets make sure they are both "included" by right clicking and including all that need each other.

    You have provided very little to analyze, maybe add a screenshot or .capx file next time.

  • I would love to make a SpyHunter clone for the fun of it..

    I would use a top down tilemap that scrolls and have my car use the 8-direction behavior without using any direction but side to side.

    Wherever you drop your car object is where it will start.. I would put an invisible spawn object at its starting point and have that create a new player after death or at start.

    Your boundries could be invisible sprites and... I better stop before I run off and change my project..

    I didn't see a tutorial as such for this type but ANY top scroller, 1945, space, etc will work.. what is difference in a spaceship going back and forth to shoot falling aliens and a car going back and forth to dodge cars... nothing but the graphics..

    I will throw you a quick tutorial up tomorrow if I get the time.

    P.S.

    ob·stet·ri·cal (adjective) : of or relating to childbirth and the processes associated with it.

  • Add the physics behavior to the object and then add action check velocity of Y greater than or less than 0 or whatever.

  • The simplest programmer art way is to make a sprite in the basic color for the sprite and then click copy. Now click in the frames bar and right click to add a frame. Click the new frame and paste the first sprite you copied in, now make it a darker or lighter, bigger or smaller version. Now you have an easy toggle button sprite. All you need to do is select sprite with a event and add action change frame at appropriate times.