eli0s's Forum Posts

  • A0Nasser , I remember that tulamide had made a topic with some audio specific suggestions not so long ago. I think that all points mentioned there are still missing and some of them include in a way most of the things you mention about the audio plugin https://www.scirra.com/forum/viewtopic.php?f=146&t=88745.

    I am saying this just to prove that the audio part in C2 does indeed require attention, in its current state it has some over the top futures (Doppler effect) and it lacks some basic stuff, like panning, a quick and easy way to do mixes, fades, synching e.t.c.

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  • Just apply the same actions for the other blocks and add a "wait 1 second" as the first action.

  • Nice, although I don't understand why the overlapping is on the X axis. For the most part it works though. Some issues remain when the blue box is on the left/right edges of the platform. But these might be irrelevant with your actual gameplay mechanics

  • You are welcome!

    Now that I think of it, I think that this is more like something that you want. Even if the game play is totally different from what you have in mind, the pin mechanics follow what you describe.

  • No problem, I am glad to help.

    So, in my example, events 6,7,8 and 9 are checking the key-presses and store a "direction" into an Instance Variable. This variable exists on the Player Sprite object. Click on the Player and you will see on his properties that under the "Instance Variables" category, a Variable named "Direction" exists and it's initial value is "Right". You can add/remove/edit Instance Variables by clicking on the "Instance variables" link.

    So, after the direction is stored in the variable, events 10 and 15 check if the player is moving or not and then, within the sub events, decide which animation should be played.

    You don't have to use an Instance variable, you could use a global variable and the result would be just the same, but in practice you want less global variables, for organization purposes.

    I hope that makes sense

  • Arima these are the famous Greeklish and spy84 is giving me a very touching praise

    spy84 Thank you very much for your kind words

  • You mean the muzzle flash? You need to tell Construct 2 to spawn a different sprite (the muzzle flash) from the a point on the tip of the gun. If you check the tutorials you will find very useful tips on how to do this and many-many more useful stuff. Also, have a look at the ghost shooter example. It does exactly that.

    Here is the link for the Ghost Shooter tutorial, it is very helpful and, among other things, it tackles this subject.

    https://www.scirra.com/tutorials/37/beginners-guide-to-construct-2

  • Try not to use the "On X button released". Instead use the "8direction is moving" and the inversion of it to change from "Walk" to "Look" animations. Use an instance variable to set the direction that the player is facing.

    See the updated capx.

  • You may want to check my graduate project, it's not a game but more than an interactive, visual narration in the form of a platformer.

    See a short trailer here:

    And the relative topic here: https://www.scirra.com/forum/memories_t103976

  • Can you share your capx? Or a simplified version of it..?

  • I used the same 2 frames just for convenience. You will not use frames but animations after all. My point was to eliminate the animation change when moving diagonally.

    I am re-attaching the file with some changes, the logic is exactly the same.

  • Just unzip the capx file and you'll get the project structure

  • I haven't look the Zelda game, but I think that you want something similar to this, and, if not, you can figure out the logic and work it out.

  • You can use the Pin Behavior. See the attached example (use latest beta of C2, v169 or higher).

  • Can you rephrase your question? I can't understand what you're asking. Perhaps show us some sketches (attach some pictures) of the game mechanic that you are trying to create?