GSPforChrist's Forum Posts

  • That seems to have worked. Events 7-9 with actions 9.1 & 9.2:

    + MouseKeyboard: On key Space pressed

    + Hero: Value 'Weapons' Equal to 0

    + System: Bullet.Count Lower than 5

    -> System: Create object Bullet on layer 1 at (0, 0) from Hero 's image point 1

    -> XAudio2: Autoplay resource "imphenzia_soundtrack_laser36.wav" (No loop)

    Thank you.

  • Hi there, Gropwel. I am trying to get into the industry. Finished my last class for my bachelors in game and simulation programming on the same day I was laid off this past June. I would like to send you a network connect request. Trying to expand my network.

    Speaking of Tom Clancy games, I recently game tested for the day the new 2012 title "Tom Clancy's Ghost Recon: Future Soldier" and we were focusing on weapons for the day and reporting any issues in gameplay. Fun game.

  • I just tried this and then realized I may not have clarified myself and confused the matter with the two different weapons. It does not fire both weapons at the same time. Bullet2 is an upgrade. Let me just clarify with focusing on only one weapon to not confuse anyone anymore.

    The default weapon is "Bullet" when the game starts, and Hero's private variable "Weapons" is 0 (this is for upgraded weapons).

    So, game starts and Hero uses main weapons:

    + Hero: Value 'Weapons' Equal to 0

    -> System: Create object Bullet on layer 1 at (0, 0) from Hero 's image point 1

    Okay, I do not want player being able to pound on SPACEBAR. I want to make it where only X beams are on the screen at a time. I tried a modification of your example above, using just Bullet:

    + Hero: Value 'Weapons' Equal to 0

    -> System: Create object Bullet on layer 1 at (0, 0) from Hero 's image point 1

    -> XAudio2: Autoplay resource "imphenzia_soundtrack_laser36.wav" (No loop)

    + System: Bullet.Count Lower than 5

    But if this is it, then I must be missing something because I can still shoot more than the 5 limit I put above.

    Obviously, am still learning. I only get a few hours a month playing on Construct.

    Thanks.

  • See, I got to learn these THING.THING bits. Never could figure those conditions out in C++ either.

    I will try this out, tulamide, and let you know.

    Thanks.

  • I will change topic title once I figure a more appropriate wording thing, er, yea... Once I figure out what it is this method is called.

    I want to add to my vertical shooter where the player has to grab items. Grab item 1, 2, 3 and so on. I plan to make one of the two quests I am thinking of to grab letters as well, to spell "Bible." What I would like to do is when the ship grabs the letters (I think I know how to make the events do this in order for the five letters) that it shows on screen. What I am thinking, if possible, is on the top of the screen is have the letters B I B L E, either gray or something, and when the letters are picked up, the letters on the top of the screen light up or change color or something. Know what I mean? I am trying to think of a game I know of for an example to show.

    Is this possible and if so, anyone able to make one of those quick samples?

    Thanks.

  • Just posting that PREVIEW still not work, for me anyway. Tried Firefox and Internet Explorer.

  • Afternoon, all. I see there is an Early Adopters cost for CC2 ( scirra.com/construct2/early-adopter ). A couple of questions if I may, of course with whatever has been discussed between the developers currently as I know the future rules may change...

    COST

    Does the cost include all updates to CC2 forever?

    When does the Early cost end, if a date has been planned?

    Does the cost include all updates to Construct versions 3, 4, etc. forever, or will there be planned discounts for CC2 paid type people things?

    Speaking of which...

    Does any version of CC2 have an update feature, or are all updates at this moment manually to be downloaded? If manual, any update button for the future of the client?

    COMPARISONS

    What is the difference between scirra.com/construct2/releases/new and scirra.com/construct2/releases/r51.2 or are they both the same?

    Thanks, all. God bless.

    ---

    Christian, warrior, ninja, Time Lord... I am that hero!

  • I do like how I can group them and such. Is there a plug-in that allows when copying as text to work on more than one particular event, rather them all with all their under levels too?

  • I do wish I had the mind of Data (from Star Trek: The Next Generation) to remember every detail of life.

  • I have started to use groups, but even those get long and have to go between some. I think in time I will come up with easier methods. I always try to stay as organized as possible. While playing in the program this week, I found that I am scrolling more than I care for.

    The fun of programming, right???

  • Am looking for some ideas how other people view their events and actions. Maybe you take screen shots and print them out, but then that is constant ink and paper killing when you print up new changes. Maybe you copy as text everything early on into a text document, and change that when you make game changes?

    I have found when I sue Construct a unit with 1920x1200, my layout is not as squished when viewing on a screen at 1680x1050. Either way, no way to easily view all of the events and actions without having to constantly scroll in the program. Figured I see how others do their tracking of events.

    Thanks.

    =========

    Christian, ninja, warrior, Borg, Time Lord... I am that hero!

  • What is a "shmup"? Slang for "shoot 'em up" or something else?

    =========

    Christian, ninja, warrior, Borg, Time Lord... I am that hero!

  • I am trying to do some sort of loop or comparison bit here but not working out. I have read some posts but some either not worked for me (they were based on time) or for Construct 2.

    My ship can fire two types of bullets at this time. Its default and then the first power up:

    + MouseKeyboard: On key Space pressed

    + Hero: Value 'Weapons' Equal to 0

    -> System: Create object Bullet on layer 1 at (0, 0) from Hero 's image point 1

    -> XAudio2: Autoplay resource "imphenzia_soundtrack_laser36.wav" (No loop)

    + Hero: Value 'Weapons' Equal to 1

    -> System: Create object Bullet2 on layer 1 at (0, 0) from Hero 's image point 2

    -> System: Create object Bullet2 on layer 1 at (0, 0) from Hero 's image point 3

    -> XAudio2: Autoplay resource "imphenzia_soundtrack_laser36.wav" (No loop)

    What I am trying to do is make it that only X shots can be present on the screen at anytime, like 10 or 20 bullets. This way, stronger weapons, like bullet2 will be, will not make the player near invincible.

    I figured i would use some sort of comparison, making a global variable for each bullet type, but just not working out when I am looking at the options and trying to figure it out.

    Thank you for any help.

    =========

    Christian, ninja, warrior, Borg, Time Lord... I am that hero!

  • Ah, I was able to figure it out.

    The ship grabs the power up and change weapon state from 0 to 1:

    + Hero: On collision between Hero and poweruplevel2

    -> Hero: Set 'Weapons' to 1

    -> poweruplevel2: Destroy

    Then I changed my SPACE PRESS from:

    + MouseKeyboard: On key Space pressed

    -> System: Create object Bullet on layer 1 at (0, 0) from Hero 's image point 1

    -> XAudio2: Autoplay resource "imphenzia_soundtrack_laser36.wav" (No loop)

    to:

    + MouseKeyboard: On key Space pressed

    + Hero: Value 'Weapons' Equal to 0

    -> System: Create object Bullet on layer 1 at (0, 0) from Hero 's image point 1

    -> XAudio2: Autoplay resource "imphenzia_soundtrack_laser36.wav" (No loop)

    + Hero: Value 'Weapons' Equal to 1

    -> System: Create object Bullet2 on layer 1 at (0, 0) from Hero 's image point 2

    -> System: Create object Bullet2 on layer 1 at (0, 0) from Hero 's image point 3

    -> XAudio2: Autoplay resource "imphenzia_soundtrack_laser36.wav" (No loop)

    This was assuming point numbers (1, 2, 3) are assigned in order of creation, and not in the image point list in the picture editor (because in my list, the point 1 is at the bottom of the three points in the list).

    Now I have a basic understanding. Thanks for leading me the way.

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  • Could you tell me what action I would use? I can make it take the item and change the value, but not sure which action to use the commands to set image points.

    As of now...

    + Hero: On collision between Hero and poweruplevel2

    + Hero: Value 'Weapons' Equal to 1

    • > poweruplevel2: Destroy

    Thank you.