DolyGamesCosmos's Forum Posts

  • Hi,

    I watched the video you referenced.

    I think it is much simpler than all the weird stuff you have

    So your boss is doing 2 things. 1) Moving after player and 2) Sometimes dashes at player.

    So here is my suggestion to you:

    Create 2 GLOBAL variables:

    1) BOSS_moving = 1

    2) BOSS_dashing = 0

    Then you don't need all this direction stuff. The boss is simply going after the player in the video you referenced. So you simply say:

    CONDITION #1: Player.X less than BOSS.X

    and CONDITION #2: BOSS_moving = 1

    ACTION = BOSS go left

    CONDITION #1: Player.X more than BOSS.X

    and CONDITION #2: BOSS_moving = 1

    ACTION = BOSS go right

    that's all there is to it for Part 1.

    Then you have your Part 2: the dashing business. For this you simply say:

    CONDITION #1: using SYSTEM every random(2,5) seconds

    CONDITION #2: BOSS_moving = 1

    ACTION #1: set BOSS_moving = 0

    ACTION #2: set BOSS_dashing = 1

    CONDITION: using SYSTEM >>> BOSS_dashing = 1

    ACTION: BOSS super dash attack badaboom badabang

    CONDITION: on end of animation of big BOSS badaboom

    ACTION #1: set BOSS_moving = 1

    ACTION #2: set BOSS_dashing = 0

    And that's all there is to it

  • Wow thankyou so much

    Happy to help

    Glad that it was useful for you

  • > I had this problem also until I learned that you can add an EXTRA condition using OBJECT that is colliding to PICK INSTANCES using the Z ORDER where you can say for example pick the top one when many collide.

    >

    > So:

    > 1) OBJECT #1 collides with OBJECT #2

    > and 1 more condition: OBJECT #2 Z ORDER pick top/bottom > top

    > >> ACTION: badaboom badabang

    >

    > That will solve your problem

    >

    Perfect!!! Saved my project

    Thank you very much =D

    My pleasure

  • Awesome!!!! I didn't think of it like that.... now it works exact how I wanted it too

    Thanks DolyGamesCosmos.

    My pleasure

  • Hi.

    Showing an image is simply SYSTEM create object (the box) and on this box place a Pinned text which will get a randomly generated number: int(random(1,36))

    You will also need a GLOBAL variable to receive the same number for calculation purposes.

    Then you need to know if the sum of the numbers picked by the player is adding up to your random number or not. For this also you can create a GLOBAL variable which will have a value of:

    CONDITION 1) SUM of all boxes.

    CONDITION 2) Box must be selected.

    Then you need to compare the two with something like.

    CONDITION) GLOBAL #2 = GLOBAL #1

    ACTION) Victory!

    Good luck!

  • I had this problem also until I learned that you can add an EXTRA condition using OBJECT that is colliding to PICK INSTANCES using the Z ORDER where you can say for example pick the top one when many collide.

    So:

    1) OBJECT #1 collides with OBJECT #2

    and 1 more condition: OBJECT #2 Z ORDER pick top/bottom > top

    ACTION: badaboom badabang

    That will solve your problem

  • Sure there are several ways.

    • You can increase the SCALE of the enemy by a little bit every X seconds or every tick.
    • You can assign SINE behavior to the enemy with the SIZE setting

    You can start whichever method ON OBJECT CREATED and 2nd condition IS MOVING so that it stops doing that once it is stopped.

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  • Hi, you can spawn your enemies on top then give them the bullet behavior with an angle of motion of 90 to move down.

    Then, to satisfy your "come closer" request, you add a condition that once the enemy has traveled X amount such as 200 then set his speed to zero.

    That way enemies will spawn on top, move down for 200 and stop.

    TIP: use invisible sprites to move stuff and PIN the graphics on top. That way you don't have to worry about angles and bad collisions.

    Good luck!

  • Sounds like an easy thing to do.

    1) Create a GLOBAL VARIABLE called SPIN_ON = 0

    2) Create an even SYSTEM every Tick or SYSTEM every X seconds

    Add a 2nd condition: SPIN_ON = 1

    --------- ACTION = Spin player (graphics)

    3) Create an invisible sprite which will be the real player. PIN on this the graphics of the player with Position only (because you said you don't want his angle to change).

    4) When someone taps

    --------- SYSTEM set SPIN_ON to 1.

    --------- Move the invisible sprite to the tap coordinates.

    --------- upon arrival SPIN_ON back to 0.

    Good luck.

  • In your Player sprite you can add animations such as idle, attack, move, etc. For each animation you need to import pictures. Then you need to explain in your events sheet when the player should play each animation. Such as when jumping play the jumping animation, etc.

    A menu you can create in a separate layout. You can have a Loader layout going to Menu, going to Game.

    Regarding save refer to the manual.

    I don't understand what you mean by level transaction, maybe transition? Then you need some global variable which is activated upon completing a level and then you can send the player back to a Level selection menu or you can send the player to the next level (another layout).

    You should use an invisible sprite for moving your character ideally with a box collision set. Then your character image can simply be pinned to this invisible sprite. You need to regulate the origin point to make sure it all looks correct.

  • Hi.

    • Check that you destroy objects as soon as possible (less things happening = less lag)
    • Check your exported files's media (sound/images) to see if there are large files; if yes reduce their sizes
    • Check that you use features such as TRIGGER ONCE, because if not the game can create multiple, for example, particles, in a second which slows the game.

    Basically you want to use the absolute minimum objects / calculations in order to make the game work.

    Another TIP that I use which i find very useful is use the HUE Adjust effect which allows you to have multiple colors of enemies while it all uses only one image.

  • Hi.

    You simply say OBJECT on collision with PLAYER >> spawn your explosion, add your score, then OBJECT destroy

    and that should destroy only the object that collided

    Another tip that you might need, there is a SYSTEM select random instance which is useful to pick one out of many instances.

    Another possibility is to put a condition to OBJECT that OVERLAPS the player, which will then only apply to those specific instances which are overlapping. This is useful if you have for example a planet that has an atmosphere and if a plane flies out then it would be destroyed via NOT overlapping atmosphere.

    Good luck!

  • there is another forum thread here of someone giving a suggestion / tutorial of using his youtube videos inside his games from which he earns money

    maybe you can check that out because opening a youtube video is the same thing as opening anything from internet which seems to be what you are asking

    just search the forum for something like earn money with youtube videos or insert youtube videos in games and you should be able to find his thread

    and he had also attached a CAPX that you can download which was very simple if my memory is right

    good luck

  • Hi, I do not understand the question exactly, but I will try to help.

    Any animation is simply fast moving pictures, so:

    1) You can open your animation, such as a GIF animation, in Photoshop for example where all the layers will be visible.

    2) Then you can export all the layers either into a sprite sheet or into individual PNG files.

    3) And then you can create a sprite in Construct 2 and import frames via sprite sheet or via single files.

    4) Set animation to play looping or one time.

    5) Set animation speed.

    6) Manually set speed on each frame if needed.

    7) Use the created animation in Construct 2 whichever way you want, but spawning it as an object or whatever your project requires.

  • There are always many ways to do something. You can indeed do it with arrays. You can also do it by creating several Text items and depending on which button is pressed you show a different Text item.

    E.g.

    On pressed of archer sprite spawn Text #1 "I am strong from distance, but have low life"

    On pressed of mage sprite spawn Text #2 "I have powerful spells, but need mana"

    etc