fil's Forum Posts

  • 10 posts
  • Hi guys,

    Thanks for the replies.

    7soul

    about animation speed and defining the frames I am already doing that, no problems there. my question was about adding a identifier variable to each frame which seems that can't be done.

    Also I undesrtood the multiple animation part from Yann, but thanks for taking your time to help me! :)

    Yann-

    That's very close to what I wanted to do, being the difference that the one I am trying to make is a little more complex (which maybe it is not such a good idea for someone like myself with little coding experience, especially related with game design).

    Anyway, the main differences are that I wanted each image to appear one at a time, since I have little space to place all the 22 images at the canvas (I am already working with 1280 x 1024 window size). So like in the RPG Inventory example (I am pretty sure you know what I am talking about since you are referred in the first sentence! :D), I wanted the new images appearing one at a time.

    In the future I will try to have a set of images being shuffled and randomized every time the game starts, but for now I will be happy if I can start with them randomized but always in the same order.

    Thanks for sending me that example, I will study it to see if I can use it.

    My own capx is in HERE, but it is not working well:

    I cannot spawn a new sprite and use it independently, because, then it applies all the new changes to all of the spite instances. I am not sure of how to solve this.

    The same with the target boxes.

    This is really a mess... <img src="smileys/smiley11.gif" border="0" align="middle">

  • And following the previous question, how do I add values to the array?

    I have set up an array, defined it as global, attributed the size to the X dimension (22), kept the others at 1. But now I don't know how to attribute a value to each slot.

    Can I do this in Instance Variables, or something like that, or do I have to do this in the Event sheet?

    From HERE I couldn't understand if there is a way to pre-fill the values at each slot.

  • Hi Yann,

    Thanks for the quick answer! So I would have to do different animations inside the sprite?

    I am going to explain a little more of what I am trying to do (not very sucessfully). I am working on a small educative game, where I want to have a "tree of life" (a simplified phylogenetic cladogram of life forms).

    In the end of the branch there will be a target, such as mammal, fish, fern, bird... and so on (I will have 22 classes).

    I will have several images, positioned in the top left that should be then dragged and dropped to their right targets. To do this I am following the RPG Inventory Tutorial. There are some differences, I don't have a trash bin or a bag to put stuff. Also any image can be positioned in any target (unless it is already filled).

    I also want to compare the id of the image with the target, to check if it has been correctly placed.

    I tried to use one sprite as a array to keep all the images. What I tried to do was to, after placing one image, spawn another sprite in the next image (next frame). The problem with this is that I can't find a way to add a variable to a frame, or animation. So I could asssign the id to specific frames.

    I had the idea to duplicate the sprites and there I could give them different IDs. Then I would have the same object, replicated 22 times, each one with a set of 3 frames all regarding the same image, so I could have all code done to only one sprite (if I have more than one different sprite I would have to do that for every sprite).

    Maybe I could have an additional array where each position stores the ID value of each frame.

    I am not sure of what about to do here. I was trying to do this with to sprites, but their behaviours are all messed up...

  • Hi again,

    I just came up with a new problem, which should be pretty simple to solve, I hope.

    I have a sprite with a lot of frames, and I want to duplicate the sprite and change it.

    For example, I did 5 copies and changed an ID which I had attributed to it. I was able to add different variables to each sprite copy.

    Though, I then try to erase some frames from some of the copies, and I am not able to do it. When I erase any frame in one of the copies, I erase them in all.

    Can I do that this way? How?

    Or do I have to make new sprites for each different combination of frames?

    Thanks

    Fil

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  • Hi Weishaupt, thanks for directing me to that tutorial.

    Haven't read it all yet, but looking at the demo it seems to do exactly what I wanted. Just downloaded de capx, so i'll try to figure out from there how that's done.

  • Hi,

    I am strugling with sprite movement.

    In the game I am doing will have images you should corespond to the right spot.

    The first thing I am trying to set is the movement of the sprite and colision detection.

    The problem is that I will have several images and I would like the sprite to follow the mouse only when it is left clicked. It should stop following the mouse if left clicked (if clicked in a target it will be destroyed and the target replaced with another version containing that image. if clicked outside the target the sprite should go to the original position).

    I have read this:

    scirra.com/tutorials/127/mousemoves-1-to-1-movement/page-1/comments

    And it seems this can be done with Conditional tracking, however, unfortunatelly the tutorial does not explain how to do this.

    I would appreciate your help with since. I am just starting to use construct...

    This is my project, hope it helps to understand what I am trying to do:

    dl.dropbox.com/u/35133211/testes.capx

    Thanks

    Fil

  • Hi Kyatric,

    Thanks a lot for your help.

    Thats a good idea to use the sprite animation as a data bank. :)

    It did took some time for me to find how to change the animation speed, but I have finally found it.

    I think I am going to keep things as simple as possible for now, until I get more used to using construct. So I'll just design the game with a small number of images and then when I have the basic stuff working I will try using the plug-ins to have more options. Thanks for pointing me in that direction, though.

    Fil

  • Hi,

    Is it possible to use XML with construct 2 to store information?

    For example I need to do a game where kids need to match images to the right place. My idea was to have more than one image for each position, so that only one of them (randomly) was loaded each time the game started, in order to have differente sets of images every time.

    I imagine I can put them all in the project in an array, or something, but the problem would be that they all had to be loaded I guess. So if it was possible to select images from a XML database these would be loaded only when they were requested.

    Also these images need to have some related text, so my idea was to have a XML file with links to the images and respective text and then import them from there each time the game started.

    Thanks

    Fil

  • Hi guys,

    Thanks for the quick replies! :)

    I was looking mostly at the left and top menus, but now you pointed that out it seems evident.

    Beron thanks a lot for the example, it is great, from it it was also easy to understand how to navigate between layouts, seem pretty simple.

    Thanks again guys!

    Fil

  • Hello,

    I am new to construct, I have just found the platform and only today started working with it.

    Done the begginers guide and it all seemed very easy.

    I need to do some small educative games and I would like to use construct, though I am having a hard time finding tutorials on the sort of game I need to do.

    So I decided to start posting my (very basic) questions here:

    1- How do I do to start the game with a splash page, that can either lead me to the game, or to an instruction panel, for example? And then have a different panel at the end?

    Should I create different layouts, is that even possible? (couldn't find a way)

    Or should I do it using layers, for example?

    Thanks in advance for your help.

    Fil

  • 10 posts