DolyGamesCosmos's Forum Posts

  • Hi. I never thought I could create games without programming knowledge. I first tried to learn programming which was tough trying to learn a little bit during free time. Then one day in frustration i google-searched if i can create games without any programming knowledge being pretty sure that it will not give any result and i found out that yes it is possible! There were i think 5 different tools i found out of which Construct 2 was one. I then researched a lot to pick the best one for me and here I am.

    I have always been a gamer and I always wanted to create my own games. Some years ago I started blogging and vlogging and I have been trying to grow regularly while life presents many obstacles to overcome.

    As I started learning and created games with Construct 2 I also then created my gaming portal at DolyGames. I hope to be able to grow and create income to be able to bring a lot of laughter and joy to people while also being free to work in games.

    Cheers,

    COSMOS

  • Hi,

    The game configuration you should control inside C2 such as the game background.

    The index.html background you can change by editing even with something simple as a notepad the index.html file.

    If you open that file just under the <title> you have:

    <style type="text/css">

    body

    {

    background-color: black;

    color: white;

    margin: 0;

    padding: 0;

    overflow: hidden;

    }

    so you can simply write your color there and save before uploading.

  • Hi, here are some ideas:

    • you can use Global Layer for layers that are the same (HUD, BG)
    • you can create 1 layout "objects" and toss all there instead of throwing objects all over in and outside of layouts and simply spawn objects via events in the "normal" layouts.
    • you can use effects like adjust HUE to have many variations of 1 object instead of creating multiple objects.
    • you can use 1 master event sheet with all rules that can apply to all and then use the include event sheet for each dedicated layout. This allows the dedicated layouts (e.g. level 1, level 2) to have very clean event sheets with only special rules which are special only to that layout.
    • you can learn about automatically / randomly generating gaming area to avoid building multiple layouts and instead use the event sheet to dictate the parameters of the generation (i still need to learn this myself )
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  • It is probably some configuration issue in your CAPX - easiest way is to follow mekonbekon's advice of spawning both a pillar and an invisible vertical line pinned or set (every tick) to the pillar X coordinate. That way you pass the pillar visually but the point comes from "killing" or "destroying" the invisible line upon collision that the player never sees.

    Good luck!

  • If i understood you correctly you want to bounce on some objects but not on others.

    You could then either:

    A) Turn off bounce and manually simulate bounce only on the object you want, such as giving X speed or force on collision with specific objects.

    B) Turn on bounce but for the objects you want to avoid set a detection that once your player comes close to a certain object he gets pushed to the side or disable his movement in that direction while allowing him to walk away or set that speed to zero which you did not want but only for 1-2 seconds

  • To my understanding your class selection will be 1 dedicated layout where you have a background from your picture and you can put either the class sprites or invisible sprites for the player to select his class.

    Then have some global variable which regulates which class is playing.

    Upon pressing whichever button/sprite the player you set the global variable to that class + you send the player to whichever next layout such as level 1.

    You then use, I hope, an invisible sprite for your player covered by the pinned player graphic. So depending on which class was selected you simply pin that graphic on your player.