Cumulocyan's Forum Posts

  • (Solved)

    Did a bunch of event recoding and idk where the problem came from but it seems like preloading the sfx helped. Because that particular sfx was slightly longer than most sfx that I have used.

  • Hello, there's this very peculiar audio error occurring on this particular type of event:

    System = Experience more or equal than 100 = Audio: Play Scorepass

    My game is a swimming game in which the player needs to avoid enemies and collect points. After passing the a certain point checkpoint (e.g passing 100 points), a short congratulatory audio is supposed to play, but somehow the audio just lags and drags so it becomes this messy pile of ear pain.

    My capx is in this link: drive.google.com/open

    Can anyone look into this? Any other events have proved to receive no problem at playing the exact same audio. Thanks before.

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  • Use Timer behavior. Before starting the dash, check that timer "cooldown" is NOT running. When starting the dash, start timer "cooldown".

    2. Player.Timer.CurrentTime("cooldown") will give you the elapsed timer time.

    I have tried this but it didn't work.. or maybe the coding was off?

    I have posted the screenshot inside the drive link.

    > 1. I don't know how to implement the items in such a way that it spawns precisely on top of the concrete pool flooring.

    The easiest way is to add invisible "Spawner" sprites where you want your items to be created. Then pick a random Spawner and spawn an item.

    This is done! Just need a mechanic where if the player faces the items (does this require the LOS behavior?), and clicks the A button, item gets picked.

    Edit: above mechanic is done! Since I have more than 1 help item, how do i avoid making them spawn on the same spot (overlap)?

  • Okay, I'm getting stuck again..

    Capx: drive.google.com/drive/folders/1O1-c_SMsZXNbjJcFNA50lM7tVr_itL4U

    General enemy AI ✓

    Missing things: 1. Since enemy spawn is randomized, running into an enemy out of nowhere would surely be unpleasant. I had this idea of making an animation that starts with the sperm cells initially popping out of the depths from a shadow (that can't harm the player, but after a brief moment the sperm cells are able to hurt the player), unfortunately I can't figure out the event coding.

    Score bar ✓ (I called it Experience)

    Dash mechanics ✓

    Missing things: 1. How do I make the dash unavailable for a determined number of seconds after being used (trigger = hold right click)

    2. Possibly a dash bar to show the cooldown?

    Help items X

    Missing things:

    1. I don't know how to implement the items in such a way that it spawns precisely on top of the concrete pool flooring.

    2. Since the player can't pass through the solid borders, I was thinking of getting the items by facing the items directly and clicking Left click. To utilize the items, press Left click again.

    Items are in the form of health recovery and temporary shield (that can be destroyed by enemy collision).

    Phew, that's a lot. If you do decide to pay attention to this very long post, I can only give you my thanks (or a donation? I can buy you a cup of coffee). There's no rush to complete this project so you don't need to answer everything at once. Once more, thank you very much!

    Edit: I bought you coffee, thanks :))

  • dop2000 , thanks a lot! Is there a thread about help items and status effects application?

    also I had posted a thank you message but why does every post need to be reviewed for such a long time? So to quote: big thanks! You were such a big help and it means so much to me and my game 👍👍

  • dop2000

    I've made the concrete tiles around the pool solid, but the player and the enemies can still pass through them..any ideas on what's wrong?

    Edit: made both the player and the enemies solid. Worked even though a little buggy.

    Any ideas on how to create a good flocking behavior in which enemies don't group so close to each other, and strategy based behavior perhaps?

    I'm currently working on a score bar.

  • Here you go:

    https://www.dropbox.com/s/xfm3t525cwiustn/Swimmer.capx?dl=0

    I can't express how much I appreciate this, thank you very much from the bottom of my heart, this is tremendous help!!

  • LukeW , thanks I'm gonna try it out :))

  • dop2000 , do you mind if we discuss about this somewhere else? Since many of my messages are still in moderation I find it inefficient to communicate here. I would really love to have your insight on this ;_;

  • drive.google.com/open

    Here's my capx file. I've managed to make it move but are there ways to make it smoother?

  • Think this might work (using the water effect on a separate layer)

    Wait, is there a plugin or a behavior to achieve that moving water effect?

  • dop2000 Tiled Movement doesn't exist in C2 so unfortunately I can't use it..

  • drive.google.com/file/d/1qNFdBO9os7MzJpppTFe_dd6kDQYWB6W8/view

    The pool area is small so in the finished product I would have it resized into a larger scale so the player can traverse further across the map. And the 3 roses would also get rescaled.

    The mouse is only to determine which direction the swimmer is facing (and holding left click to dash and deplete the dash bar which I have not designed yet). Then the player can alternate between S and D to accelerate (sprite will also change into a swimming animation).

  • You can open this demo in free version of C3. And then you can copy everything over to C2.

    > https://editor.construct.net
    

    Ah yes, I've also just found the editor so I'm gonna check it out now :) also I have 1 pending post detailing my game but it's yet to be approved so I'm sorry for the trouble..