GenkiGenga's Forum Posts

  • Looking really good Drew. Love those animations.

  • Lots of great examples, you can also do it without physics by pinning a detector sprite under your character that compares the angle of the ground and then sets your player angle to match.

  • Hey Nahuos,

    https://db.tt/yQ9CBOeV Here you go. I don't have a lot of spare time today so I have just done UpLeft for you. Let me know if you have any troubles applying the same technique to the other directions.

  • Haha, sounds like you will be a pro in no time <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Without seeing your cap.x it is hard to troubleshoot but I just had a look on the site and this is a good tutorial by AndreasR that you can follow : https://www.scirra.com/tutorials/1461/h ... age-plugin

    Check over the manual while you are logged in and you will rack up some more rep in no time, I think you need about 300 to post links.

  • Hey, you stole my idea!

    Haha <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> I guess great minds think alike!

    On a serious note, this might help spark some ideas for smaller games:

    Subscribe to Construct videos now
  • Hey bhain7

    To interact with the Npc's in town you just have to click on them and a member of your party will go to talk with them. You are looking for the innkeeper in the tavern, he offers you quests to venture into the dungeons. Click the start button after the quest information is displayed.

  • How about : Whacka-Flappy-Candy-Clicker-Bros?

    Remember me when your famous.

  • With C2 you have building blocks called events which is really just based on simple logic that most people can follow regardless of coding experience.

    The "hard work" is the process of the software changing these simple events into coding language so you don't have to write it out yourself (or understand it). This will allow beginners to make a lot of progress when compared to coding the game up the traditional way. Once you are familiar with how the events work you can pretty much do anything in the realm of 2d (very quickly at that!).

    For player accounts and such you will need to do some work outside of C2 (but i think there is already tutorials available that show you how).

  • Hey Carl,

    You can actually see it changing live if you first find it in debug mode before you start changing it. I guess you mean some sort of log though.

  • https://www.scirra.com/tutorials/1432/g ... ayer-games

    This tutorial does require a basic understanding of how c2 works but will have you covered for that style of game.

  • No worries Nahuos, my pleasure. Looking forward to seeing your creation.

  • Hey again hazy, happy to help out - though sorry for the late reply! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    So you have some different options when it comes to saving.

    The simplest of which is saving the full state of the game. You are right it's like taking a picture, everything you have done up to that point will be saved. To then load the saved game you just need to create a button (or have any kind of condition really) that when pushed will then load the full state of the game.

    Here is an example of how it works: https://db.tt/JlXb06XH

    Depending on your game this method might be acceptable, but if not then you should look into local storage (which saves specific things instead of the whole game state - like a global variable that could represent the stage number for example). There should be some tutorials up that cover local storage in more detail. I remember being a newbie too <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> with persistence I am sure you will be up to speed in no time!

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  • Ah ok, I see what you mean. Have made a small adjustment to what I just posted. Let me know how you go.

  • Hey hazy,

    You could have the game save as you progressed either way. You just need to have a trigger somewhere in your game and you can make it automatic. For example, I assume your logic is "on save button pressed" -> Save game state.

    You just need to find an appropriate trigger like "When player collides with object" -> Save or "On start of layout" -> Save.

    If you are going to be saving continuously during gameplay then local storage is your best bet because saving the whole game state can cause a little freeze if you have a lot going on at the time.

  • Hey Nahuos,

    If you keep in mind that events run from top to bottom we can take advantage and keep things much simpler. Here is an example:

    https://db.tt/Y5zwE5VK