DozeMaster's Forum Posts

  • here is a simplified version using tiledbackgrounds

    healthbar tiledbackground

  • the bellow example should give u an idea on how the scoring should work. now i made it so it scores on tap, but u can make it when health of player =0 or enemy health = 0 then u give it a point to opposite team. whenever a side has 2 wins then the game is won and resets or it can go to the next enemy. resetting the game round u basically reset the layout. but with the current scoring u don't reset the global variables ever, unless u go to a new battle enemy then u can reset them either all together or just the specific ones that keeps stage scoring like in this case enemy wins /players wins counts for that specific stage.

    now i set it so is max 2 rounds but u can set it to 4 or 3 or N number .

    from here on making those round bubbles appear u just need to create them based on how many wins each side has.

    so if player has 1 or 2 wins you create a sprite with that round shape give it a frame u like to have place it in the screen make sure u destroy it on start of layout. then u create that sprite based on player wins. at a specific position

    so if player has 1 win create bubleround at x0 y 60 if player has 2 wins create buble round at x bubleroundwidth*bubblecount+bublewidth/2 y 60 and so on

    same goes for enemy.

    example scoring

  • So I'm wondering is there a way to use the for statement in conjunction with a global number variable to set it so that, for every let's say 1000 points (or otherwise everytime 1000 points is added to score, or for every 1000 points added to score) go to next layout? I basically just want a level change that is based on accumulated score.

    like plinkie said if u want it to be each 1000 points then u can simply do that by having 2 variables 1 stage/level one being score

    and then u compare

    score = stage*1000 set stage to stage+1

    thats it.

    if u want a different limit for each stage then u need a extra variable to replace the 1000 value and then u have lets say pointstonextlevel

    Condition 1

    everytick

    set pointstonextlevel to stage*(pointstonextlevel*1.3) (that would give u a 130% increase for each level gained. or double the initial level score target +30 % of current score target so if initial score target is 1000 the next target is 2000 + 30% of 2000 that is total of 2600 next level target score. for level 2.)

    Separated condition from above one.

    score = stage*pointstonextlevel set stage to stage+1

  • the bellow example should give u an idea on how to save/call localstorage and reset update the score then reset the data and global variables. order of events must be as done if u miss placed them you will get weird glitches or data loss.

    as for things popping up when player is dead call some sprite to get on screen and put a text on it... then call the localstorage usually can work with a function by using the function plugin or by simply using a local variable to toggle it or even a group event. you can find a lot of those tables animations etc in tutorial section of Construct 2 and 3 for C2 tutorials u need to go to C2 tutorials all C2 tutorials apply to C3 as well minus the custom plugins or plugins that are out of date on C2. but order of events and logic is the same on C2 and C3.

    i didn't bothered with the popup item cause is very simple to do.

    deathcounter c3 example

  • you need to change the score from being = to 2 to greater or equal to 2. it might be that when a player or cpu gets a score added it adds 1 more extra so ur score passes nr 2... can be 3 4 or 2.1 so it won't work.

    swapping to greater or equal will probably solve ur issue if u use the screenshot condition with >= and same actions.

    also can we see where is the awarded pointing? is it under the set score to 2 ? if so that should be above it order of reading events in Construct has a specific sense.

  • I've stamble upon this issue: i've pinned 2 cannons and an engine to a space ship so i can change the graphics when the ship will be upgrade. No matter what type of controll i use (in this moment i still use the "drag controll" on a touch screen), when i drag the ship to the edge of the layout, these objects go through it. Everything is set with the behaviour "bound to layout by edge" but only the ship stay.

    How can i solve this?

    the collision box of ship as suggested above works fine. you should follow that. i tried doing a custom limitation by coding and position replacement but they don't work well with drag and drop instead u would have to use touch plugin. and they do some jerkins on edge hit. here is a capx with the above mention collision polygon example. example

  • > I recently developed a plugin do dynamicly draw lines (with dashed option). You can find it (with an exemple) on this links :

    This is perfect for my project! Using a stretched sprite as a line looks horribly jagged, but this creates smooth lines AND they can be dotted! Thank you!!

    instead of a sprite you can use a tiled background, which would be smooth no matter of distance stretched.

    u can do a 2x2 pixel tiledbackground and then set the width height to whatever u want to do. make sure u have the origin point of the tiledbackground in the proper area, usually middle left or top left if middle left is not possible.

  • you can do that in C2 by using physics instead of solids. however physics and platformer behavior /solids behavior if i remember correctly they don't work well together. so u have to dump one to use the other. but basically with physics u can disable collisions for specific objects.

  • I have a project of a game that I want to share with my friends, is there any way to put it in a link that only those who have can see the project?

    for Construct 2 google drive and share the link of the project, they would need to have C2 installed though to run the project. if you mean play the game, u can export a html5 version uploaded to some website and they access the website location and play the current uploaded version, if they are on wifi u might need to look at testing over wifi on C2 documentation, there was something about that years back. i can't see another way for it. for C3 you can copy that link directly from C3 menu.

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  • you can simply remove the duplicates by comparing the current animation/frame running with the newly selected one from the array and if they are the same you run the animation pick from the array once more.

    and only when they are different or not the same then u change the animation to the array newly picked one.

    hope it gives u an idea .... i know there was a "push" thing for arrays to get it out of the sequence but im rarely using arrays so not really sure how to do that.

    however for mobiles the first comparison/rerun array pick might be to heavy/cpu intensive. depending on how many objects you updating at once.

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  • > You can modify the type of the "splash" (loading) screen in the project's properties if you own a proper plan for C3.

    >

    > Moreover with C3 runtime you can have loading screens in between layouts of your game if you want.

    I do have a subscription and the choices for Loader style are: nothing, precentage text, progress bar only, progress bar & logo, Construct 3 splash.

    Is there any inofrmation/guide on how to have loadingscreens between layouts?

    As Kyatric said you can customize that splash by just selecting logo(in assets folder in right side of project just change the loading_logo to ur logo, icons are for mobiles and 16x16 and 32x32 are favicons for websites.) and loading bar progress and should be doing the same thing as C3 splash u can also change the bg color and put a logo of whatever size u want, it can even be as big as the layout of the game. with that in mind, its not entirelly recommended different devices act different on loading the logo splash screen. personally i never had issues with it on my android platforms or iphones, but some raised issues.

    However that won't solve the problem if u have assets loading from a server, u will need another 2nd layout(created by you as you would create a game layout) for those assets to be imported after the 1st loading screen.

    as for how to have loading screen between layouts, you just make a layout that has a loading bar on it and says something like helpful tips etc.

    and u load that everytime the player swaps screens from game to menu to shop to menu again and etc... so ur code of changing layouts should be something like bellow pseudo code, which also requires a global variable that you do not reset trough out the game (for example:if player dies, you cannot use reset globals to initial state, that will confuse the code thinking u are in menu when u are in the game actually) to keep track of where the player is coming from. for example if is in the menu we call the variable curent_screen: with value of 0. and if is in game change the value to 1 and so fort. preloading doesn't need a value, since there you will compare the values and know where ur players should be redirected.

    and you change that value for all ur levels and game layouts (outside preloading) ... basically... is tedious stuff and lots of events wasted, but does the trick.

    Edited: Edited a few times, had couple of typos, and missing info.

    For information on how to make a progress bar u might wanna check the tutorial section of Construct 2, they still apply to C3 since the coding is the same.

  • It suggests to create a custom splashscreen (like the Construct 3 splash) instead. How do I do that? Can I change the built in Construct 3 splash? I can't find it.

    That can be changed,however what that article says is that on mobiles all custom splash screens have a chances of going to be shown as black screen depending on device.

    So in order to avoid the black screen, u put progress bar and loading percentage or use logo and percentage which is a custom loading screen by itself... even though u can't modify that progress bar.

    However u can leave that loading then create a new layout and make a 2nd loading screen with ur own bg image and other stuff u might want in it.

    That 2nd layout that will load immediately after the logo screen, and before the game menu screen, would just be a theatrical layout, since every asset and all images/sounds are already preloaded/loaded.

    Unless your code needs that 2nd layout to fetch resources from a server which the logo screen doesn't do.

    Hope it helps you. In short the answer is not really. Since you will always have the C3 splash screen type of layout running every time even though faster than u can see it depending on ur game size,assets preloading etc.

    Also that C3 splashscreen type of loading screen, only shows 1 time, if your game isn't updating its version, and is running same old version, being cached it will just jump to the 2nd layout u created.

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