Gmoney's Forum Posts

  • Ouch, the URL got cut off.

    Please remove https:// from the URL and post the address like below.

    dropbox (dot) com/s/blbdpw4vt80qdla/Gmoney%20-%20road%20-%20sprite%20animation%20V4.capx?dl=0

  • I am so suprised and grateful on how much effort you put in every reply! I can't describe how much I'm thankfull at this moment. I'll check your work and i'll try to see if i can somehow fix it (even if i know it is impossible to do this on my skill and knowladge level <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green"> ) . If i find solution i'll post it here for sure ! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> Again thanks so much !

    After spending almost an entire day on this issue, I was able to find an answer. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    How the issue was resolved

    I couldn't figure out why my variable based conditions won't work, so I tried various other methods (involving functions) in attempt to make it work.

    When I tried complex functions that worked on my other games one by one, C2 generated an error message saying something went wrong with the plug-in's Line 60.. so I thought maybe the plug-in is not the best thing to use for this task.

    So I went ahead and found a way to make the car sprite to move by using waypoints -- without having to use an external plug-in.

    Here are the results

    This example has 3 waypoint sets composed of 4 waypoints each. You can add as many waypoints as you like, for your future projects.

    It's designed to go from Waypoint 1 to 3 then go back to Waypoint 1 and so on.

    It will loop forever this way. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/vt0s1wdu8gorj ... .capx?dl=0

    This.. next example has 3 waypoint sets and almost identical to the previous one.

    However, this one is picking waypoints randomly.

    https://www.dropbox.com/s/blbdpw4vt80qd ... .capx?dl=0

    The source codes are going to be easier to follow than the previous one, because this one doesn't have difficult functions.

    Please ask me any questions when you have them.

    I'll get back to you as soon as possible. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

  • Thanks for the reply. However i believe the problem lies when i try to use a music and not a sound.

    I tried it again and did exactly the same events that you posted on your examples and it still doesnt work.

    it works if i use a sound like for example the mario jumping sound but when i try to get construct to play a music instead i simply hear nothing.

    I´m really confused...

    You're welcome, Husui. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    That's odd. Unless the music file was not imported properly, it should work.

    Please upload the capx file to Dropbox, if possible.

    https://www.scirra.com/tutorials/42/upl ... to-dropbox

  • Hi, Husui.

    Take a look at my examples.

    The sound will play stacked, if you don't put 'System -> Trigger Once'.

    I had to extend the Sound global variable to 2 in order to avoid the sound from playing automatically while at 0.

    This capx example one is based on your codes. Notice we need to tap the Blue square twice to get it working.

    https://www.dropbox.com/s/g8930hy0jtj3z ... .capx?dl=0

    And this one is mine.

    Notice I've put a Wait of 0.1 second to make this work. I don't know what 'Wait 0.1 second' does in the C2 background, but it allowed me to do a lot of things that got me stuck for days while developing games.

    https://www.dropbox.com/s/pt09ng9fpzgxa ... .capx?dl=0

  • Check out this tutorial.

    https://www.scirra.com/tutorials/5347/t ... r-tutorial

    I believe the first example capx file is what you're looking for.

  • I have found another thread with a capx example. This is not platform based, like the first one, but it seems its 8 direction method is pushing objects smoothly.

  • I thought Miu3's example was smooth enough?

    If it's the speed, then I would tweak the settings in event sheet that are currently set to 30 for push and 20 for pull.

  • > Try this method. It will work. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    >

    > https://www.dropbox.com/s/mxicwb1fnk9ld ... .capx?dl=0

    >

    This one works just fine , thanks!

    You're welcome, Denmla. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

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  • You're always welcome, Djomla.

  • In same event you can't have more than one event beginning by a green arrow, like on click, on somthing etc

    Try with variable like this

    -If variable = step1 and on clik on plant > set variable = step 2

    -If variable = step2 and on click on area > plant your seed

    You mean like this?

    https://www.dropbox.com/s/is7lr57a6lupb ... .capx?dl=0

    How it works

    Blue = Seed

    Green = Ground

    Green can only be clicked after a Player clicks Blue first.

    Blue disappears once the Player clicks Green only after clicking Blue.

  • You're always welcome, Leondr.

  • Try this method. It will work. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/mxicwb1fnk9ld ... .capx?dl=0

  • You're most welcome, Djomla. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Yes, it's possible to arrange them drive around on their own using pre-made paths, randomly.

    To do that, it would be better to use Rexrainbow's rex_spline behavior that can be found on the following link.

    behavior-rex-spline_t178563

    Here's an example of an automated path moving of two cars in game.

    https://www.dropbox.com/s/9w6hbld35mk3e ... .capx?dl=0

    And.. (ahem..)

    I thought finding a method of making things to occur randomly would be fairly simple, but it was found to be embarrassingly difficult.

    I have tried to make an example for you for that portion, but failed to do so..

    I don't know why it's not working.

    Here's an example capx file I got stuck at.

    https://www.dropbox.com/s/43opfvica4ult ... .capx?dl=0

    Basically there were 3 things.

    1. One car.

    2. 3 waypoints (Waypoint1, Waypoint2 and Waypoint3).

    3. I've set a variable to randomly choose one of numbers linked to a certain path-generation-and-function-call, but it's not working.

    I've worked on this for more than 2 hours and ended up giving it up.

    If anyone else can take a look and teach us how to do this, I would greatly appreciate it.

    Thank you.

    By the way, to make the game look good, the car needs to be rotated accordingly, when it reaches certain positions on the map, that is.

  • I have never created isometric games, but I came up with two ways to possibly move an object on its own.

    1. Sprite animation

    Basically, there are two animation sets; 'Default' and 'Driving' in this capx example.

    When a user clicks anywhere on the screen, the 'Driving' animation will play.

    You'll notice the animation is choppy, because the animation contains 10 PNG frames.

    https://www.dropbox.com/s/raam5rd0dgf5g ... .capx?dl=0

    2. Rexrainbow's MoveTo behavior

    You need to install Rexrainbow's MoveTo behavior in order to open this example file.

    https://www.dropbox.com/s/nv5db4nqzdbzb ... .capx?dl=0

    You can download the behavior from by visiting this page.

    behavior-moveto_t63156

    To learn more about how to install behaviors, please visit this page.

    how-to-install-plugins-and-behaviors_t63985

    You'll notice the animation is moving smoothly.

    And.. finally, this is how other people have found ways to make their players move around in an isometric environment.

    Check them out. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    how-do-i-move-object-on-isometric-angle-bullet-custom_t127913

    https://www.scirra.com/tutorials/5010/p ... tric-games

  • I'm new to C2 and i'm really pleased how this engine work but i have problem with making my "House upgrade" event.My event is shown on pictures down below and problem is that when i click "upgbutton" it should add just 1 floor to my building but it adds to (makes 2 sprites visible insted of 1 )

    First picture : http://imgur.com/a/rrgJw

    I set Global var stan1lvl (on English "house no. 1 level") to 0 and global var "ukupnepare" (on English "overallmoney") to 0. Then on layer start -> set "house no.1 level" to 1 ;

    set "overallmoney" to 100 ;

    Next one was :If "house no. 1 level" is = 1 then -> On mouse click object "stan1" (house1):

    set "stan1upg" (house1upgbutton) visible;

    set 'stan1cena" (house1price) visible

    "house1upgbutton"(sprite) and "house1price"(text) are invisible at the beggining.

    Second picture :http://imgur.com/a/izFg0

    If ''overallmoney" >= 20 and "house no.1 level" = 1 then on Left click on "house1upgbutton":

    Subtract 20 from "overallmoney"

    Set text to "overallmoney"

    "stan1drugisprat" (house 1 second floor) set to visible

    "house no. 1 level" set to 2

    set "house1price" to invisible

    set "house1price" to "50$"

    After that :

    If "overallmoney" >= 50, "house no.1 level" = 2 then on left click on "upgbutton" :

    subtract 50 from"overallmoney"

    set text to "overallmoney"

    "stan1trecisprat" (house 1 third floor) set to visible

    set "house no.1 level" to 3

    set "house1price" to invisible

    set text to "house1price" to "100$"

    set "upgbutton" to invisible (I forgot to add that when i took picture)

    Picture 3 : http://imgur.com/a/0fGrv

    You can see here what is what on my layout .

    Hope you can understand it and sorry for long post !

    You mean like this? <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/ecy2eey7o40i0 ... .capx?dl=0