EmperorIng360's Forum Posts

  • Size and Position:

    Is Object On-Screen?

    If yes, Action.

  • As usual, I would not have thought to use the abs() system expression - really the Achilles heel of my Construct knowledge.

    Thanks for the help! I didn't think you could shrink down 4 events any further, but I guess that shows what I know! : p

  • First, this is the Construct Classic forum, for answering questions about the original Scirra Construct game-maker software. Construct 2 is a very different beast despite reusing a lot of the same language.

    Secondly, couldn't you try:

    On Space pressed

    For each Object1

    Spawn Object2

    and then tweak where the Obj2 goes from there?

  • dl.dropbox.com/u/29072735/labgame.cap

    In this small example I'm working on, the player character is chased by robots.

    To achieve this, I have the robots move like so:

    RoboX >= PlayerX

    Set Speed to 0 - Speed.Value

    RoboX <= PlayerX

    Set Speed to Speed.Value

    I want to keep them on specific platforms. So I place little boxes called Borders on the edges.

    RoboX >= Border.Left

    Set RoboX to Border.Left - 4

    RoboX <= Border.Right

    Set RoboX to Border.Right + 4

    But that does not work.

    Now, I gave the Robos platform behavior for walking around - I've tried Custom Movement but it seems to run in to the same problem.

    I suspect that the issue might lie in what the Robos detect is Border.Left and Border.Right, because it seems that toggling one or the other yields the same results as having both conditions on. Perhaps something with the set Horizontal Speed to Speed.Value? The possibilities are endless :p

    There is the possibility that even in the space of 4 events, I've complicated this more than necessary. Basically, I just want the game's enemies to stay on their own platforms, hanging out on the edge until the player moves past them, changing their direction. They're always following the player.

  • My hope is that without the background processes running, the device as a dedicated gaming console can be pretty up to snuff. Though I've heard arguments both for and against the Tegra 3 chip.

    However, I am somewhat skeptical as to the release of big-AAA titles on the system. The people clamoring for Skyrim or Assassin's Creed on the machine are delusional.

    While I am happy that the kickstarter succeeded I am taking a wait-n-see approach to see if they deliver. 60,000 consoles are a lot to produce by the time March rolls around.

  • The thought of Construct 2 with required DRM (aka the bane of the game industry) is so unpalatable that I think it would make me stick with CC.

    Great misleading title btw.

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  • Thank you for the example; it pointed me in the right direction - as is usually the case, the simplest method is the preferred one. I wouldn't have thought to use Unique IDs!

  • .CAP

    dl.dropbox.com/u/29072735/forcedscrollplat_test.cap

    I am fiddling around, trying to make a forced-scrolling platformer level, much like how you see in

    Subscribe to Construct videos now

    . Or more accurately,

    Subscribe to Construct videos now

    Above is my test .cap, and I have some questions on implementing some processes:

    1) Border Death:

    In the .cap I have some events set up to where if the player is at the edge of the screen, and is caught between the edge (BorderKill) and a solid, the player is crushed.

    I have set up what I thought might work, but the player still goes through the solid.

    What I have:

    System>Compare Values

    If

    player.XLeftEdge = BorderKill.XRightEdge

    playerXRightEdge = Ground.XLeftEdge

    Set Global.Death = 1

    Is there a better way to do this? Using dummy sprites? Any advice would be appreciated!

    2)Checkpoint Respawn

    In the test CAP, I have it so that when you die, the system picks the closes checkpoint spawn to the KillBorder. I assume this would be the most efficient and easiest way to handle checkpoint respawning.

    3) Player Speed

    I would like a consistent player speed as he is moving to and fro. Right now it seems that moving against the scrolling makes the player move slower, whilst moving with it makes him go faster (obvious enough).

    I have tinkered with a few ways to get consistent speed no matter which direction the player is moving in. Namely the toggled event in "Camera" Event Sheet:

    player: Set X to player.X + (global('ScrollSpeed')*timedelta)

    Untoggling that option gives what I feel is much smoother movement, with the trade-off being that the player is ALWAYS moving (which I would think would make platforming difficult). When I had this system set up I would have an event like

    "Move Left" is down:

    Player: Set Player.X to Player.X - (PlayerValue(Speed)*timedelta)

    Which would violently fling the player to the right, regardless of whether it was adding Value'Speed' or subtracting Value'Speed' Which is confusing. This configuration worked fine with my forced-scrolling shmup engine, so I can't quite isolate the factor here that's causing the problems.

    I am not especially looking for answers here, but feedback and ideas.

    Any help would be appreciated!

    -Ing

  • Great - makes things a little simpler and saves on events.

    Keep up the good work, rexrainbow!

  • youtube.com/watch

    First in a four part series. Might prove to be very informative for you.

  • Definitely a major thing missing from Construct Classic.

    I'm very glad to see a manual implemented for C2. Good job to all involved!

  • All these exclamation points and other punctuation marks give me the impression that the OP was screaming at us the entire time via his keyboard.

    Control "Fire" is down

    Every 0.1 seconds

    -Spawn "Bullet" from object "Gun" at (hotspot "X") <-denotes any ol' name for hotspot

    piece o' cake.

  • I even use colour coded comments, so I know which parts of my engine are complete, still being worked on, early stages, or completely FUBAR. :D

    ~Sol

    Not a bad idea, actually.

  • I bet you pixel had lots of ideas for games during the time he was working on Cave Story.

    But you know what the funny thing is? He sat down intermittently over a period of five years working on Cave Story, to make sure that Cave Story was good.

    One good polished game is worth more than a thousand ideas.

  • Set one layer on top, as HUD or something, and set the scroll X and Y rates to 0. At 0, they won't scroll no matter how far you move.

    Secondly, create a sprite image with the three icons, and then make an animation with two icons, and one...

    And that way, when you lose a life, you can set the animation to "2lifes" or something like that, or one life left when you have one...

    To wit:

    Animation:

    * * *

    * * -

    * - -