gautam's Forum Posts

  • Hi, I don't know if this can be done , but was wondering if it is possible and I don't know how to go about it.

    Currently, I have one PNG image. It has some transparency in it. Is there some way to ignore the transparent part of the image, and apply collision only to the non-transparent part of the PNG file? Right now it is taking the whole image as one, and I have to manually create collision boxes and set it to invisible, and then overlap it with the visible parts of the PNG.

    Oh, maybe I should mention that it is a square which is enclose with no openings, and the transparency is inside that square.

  • Hi Stiivais,

    Yeah, I used a single 1024*768 image as a BG.

    I will be tweaking the collisions for the platforms and the character. Yeah, there will be death animation too. :) Also some more sound effects, and more features. Here's a glimpse of what will be in the "full version":

    1. More levels (Duh!)

    2. Different colored balls which have to go into their respective pods

    3. Directional Signs. Hitting those would push you towards that angle

    4. Animations (jump,death)

    5. Sound Effects.

    6. Some more visuals (which I am experimenting with to see if it matches the theme)

    Thanks for the suggestions and the comments :)

  • Hello everybody!

    Jump is my first official game demo using Construct 2. There are a total of 10 levels. I am saving up to get Construct 2 license (conversion rates are crazy), and once I get that, I will create a full version of this game. Already have the levels planned out.

    Unfortunately, I ran out of events, so there is no Save Game. The full version will have save game, more awesome levels... and... a LEVEL EDITOR!!! Groovy baby!

    So, here is the demo of my first title as an individual: Jump

    scirra.com/arcade/puzzle/9962/jump-demo-version

  • It is working now. Had to change the default loading layout in Project Properties. :) Thanks!

  • Working on side scroller maze game. This is just the look n feel of the game. Not a level in the game. Just checking out how the assets look. The sky is animated.

    <img src="http://i.imgur.com/jWMoP3I.png" border="0" />

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  • Hi, I am currently trying to create multiple levels, and it is giving me some problems. Before, I get into what the problem is, let me tell what I have done till now:

    1. Layout 1 has level 1, uses Event sheet 1.

    2. Layout 2 has level 2, uses Event sheet 2.

    3. Now, in Event Sheet 1, I have a Global Variable called levelSelect, whose initial value is 0.

    4. In Event Sheet 1, On start of layout, if levelSelect = 0, go to layout Layout 1.

    4. In the events, I have an event where: If Player: On Collision with: Door :: Add 1 to levelSelect

    5. In Event Sheet 2, On start of layout, if levelSelect = 1, go to layout Layout 2.

    Now here is the problem: When I launch the game, it auto loads level 2. And if I select Layout 1 and then launch, it launches level 1, but none of the keys for movement work, nor the music plays.

    Where am I going wrong?

    Thanks.

  • Amazing!! Added a boolean to the object, and added a condition that, if the boolean is false, move the object, else not to move. Thanks!

  • Hi,

    Currently, I have an animation with three frames. Every 5 seconds, one of the animations is displayed on screen. I then click on a point in the map, and that object moves there.

    After 5 more seconds, another random animation is displayed on screen. Now, if I click on a second point on the map, both the instances of the object get moved to the new location.

    What I want is: An instance should only move once. Once it is placed/overlapped on a "spawn point", it should not get affected when I click on a second "spawn point" for a new instance of the animation.

    Please help.

    Thanks.

  • Amazing! Thanks! Yeah. I reduced the width to the number of animations I had added and now its fine. :)

  • Hi,

    I want to generate random objects at a particular interval. This is what I have done:

    1. I have created one object.

    2. Added animations to that, which are the other objects that I want to appear randomly.

    3. Created an array.

    4. On Start of Layout, <array name> push back <animation name> on X axis. I did this for all the animations.

    5. System > Every 0.7 seconds > System > Create Object <object name> on Layer 1 at <co-ordinates>

    6. <Object name> > Set animation to arrayName.At(floor(random(arrayName.Width))) (play from beginning)

    But my problem is, though all the animations appear randomly, almost 90% of the time, just the first animation keeps spawning.

    How can I make it that everything is random and one object is not overly dominated?

    Thanks.

  • You, good sir, are a genius.

    Was creating a separate capx to isolate the problem, when I thought of changing the position of the command to another place, and now its working!

  • Hi again people!

    I am having a weird bug in the project I am developing. I am posting this after pulling my hair out for the last three hours on this issue. So, please help if you think you know how to correct it... thank you! Here is the issue I am facing:

    In the game, I want "Monster" to spawn randomly at a location and walk towards the player after the player scores 100 points. After striking out tasks one by one, here is what I found:

    When I do this:

    System: At Every Tick :: Monster : Set Angle Toward(Player.X,Player.Y)

    The monster spawns at the start of the game and walks towards the player. So, its behaving as I had wanted to with that above command.

    But, when I use the following conditions:

    System : Score >100

    System : Score <500

    System : Every 10 seconds

    System : timescale "not equal to" 0

    And use the following actions:

    System : Create Object Monster on layer 1 at (random(130,1105),random(30))

    Monster: Set Angle Toward (Player.X,Player.Y)

    The Monster spawns once the score reaches 100 BUT does not walk towards the player.

    Note: The score is a Global Variable.

    Please help! Any help would be greatly appreciated. This is the only major roadblock that is remaining for me in this project.

  • Hey! I found a workaround for it!! Finally!!!

    Since when any enemy dies, they use a common Smoke sprite, I just made the powerup spawn randomly from the smoke at random seconds.

  • Hi.

    Yeah, that is what I am aiming for. When the monster dies, it spawns a new object, which is the random powerup. But, I don't want a powerup to spawn on every death. It has to be random. I don't have the monsters in array. Every monster is a unique one.

    So, I have:

    Monster A, Monster B, Monster C, Monster D.

    All the monsters spawn infinitely. Is there a way I can do a collective "random powerup spawn at any death", even though the monsters are not in an array?

    The problem I am facing is since the monsters spawning is infinite, I am not able to give percentage for the powerup drops. :(

  • Hi,

    So here is the scenario:

    I have four different types of enemies in my game. The enemies spawning are infinite. When I kill a random enemy, I want the enemy to spawn a random powerup.

    I am able to spawn random powerups, but cannot figure out how to make it fall from a random enemy when the enemies keep spawning infinitely.

    I don't think the Compare Two Values would work because the count is infinite, so cant put a First Value and Second Value... unless I am mistaken.

    Please Help.

    Thanks.