heyguy's Forum Posts

  • This is looking very cool! I like the puzzle aspects with the spinning blades. The music is sounding pretty good too. It's pretty impressive your developing the art, music and all the behaviors. Any idea when you'll release? I loved the GB/GBC Zelda titles!

    Might I suggest using imgur.com (or anything) instead and using the actual html code/bbc code to post your actual images and gifs. It would just be smoother.

  • Wow, this is amazing. Great work! Construct 2 and the things people can do with it is really impressive. Wish you were making a game with this.

  • Learning by deconstructing other people's chiptune music sounds like a brilliant idea! Thanks for the suggestions, I'll definitely be doing that.

    What do you think about music and chiptune creators on the smart phone? I found this program called 8 Tones on the Google play store and it seems pretty awesome. I'd love to be able to quickly make tracks on the go. Presumably, all these chiptune creator programs kinda play the same way and with the same beats, right?

  • Hey all! I'm just experimenting with a scene and I'd like some help. A few weeks ago, I asked a question if it was possible to create a "psuedo" 3D game like Resident Evil or Alone in the Dark on the Game Boy Color with Construct. Someone was kind enough to provide me with a capx replicating what I was talking about. Basically, I want to make a game that replicates the 3D look of those games by using a 2D sprite and scaling it as it walks around the environment, giving it the illusion of traveling through a 3D space. Hope that makes sense. Here's the original post if anyone is curious.

    creating-a-quot-pseudo-3d-quot-with-quot-prerendered-quot-backgrounds_t178201

    Anyway, can someone take a second to explain how the events tunepunk created are working in this scene? I get the Z order thing he mentions in my original post. I'm trying to replicate tunepunks capx using slightly different code. I'm having trouble understanding some of the logic and math though. I can't get it to scale the way I want it to. I added a keyboard object and attempted to scale based on whether pressing up or down but it's not working right. The scales are clicking into place instead of slowing scaling. They're the right scale size I want the character to be at when furthest and closest to the camera though. I think I need to use some sort of lerp but I can't get the logic correct. Here's the capx and code. Thanks for taking a look at my post! Cheers!

    https://www.dropbox.com/s/i7yn86kqafza8 ... .capx?dl=0

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  • Thanks for your comment! I heard famitracker was another great one. I'll look into it. Something with lots of youtube tutorials and online documentation would be helpful.

  • What object are you moving? Here's how I'm moving enemy worm sprites in my project. I actually have three different ways the worm can change direction. Check out lines 21-22. I think that's the easiest way to make a sprite(with a platform behavior) move the way your described. Hope this helps!

    edit: edited the picture

  • Thanks Brandon. I got it working! I really need to go through more of the online documentation. I found this https://www.scirra.com/tutorials/158/ve ... two-states and it really helped me see what I did wrong. Yeah, my order of operations were screwy! Thanks for pointing that out, it's really going to help me going forward. And thanks for your offer! I'll definitely message you!

    I'm wondering, should the player character controls and space ship controls have their own separate event sheets or share one? Does it matter?

    So the code is fixed...for now. The player can switch to the ship at any time. The ship can only land and switch back to the player when the "ShipLander"(a small box that tests if the ship is close enough to a solid surface to land) underneath it collides with tilemap. Now I guess I should modify the code so that it takes into consideration how close the player is the the ship. The player has to be close enough to perform a climbing animation to enter the ship. Also I guess this specific code should also include events that "pick up" and "drop off" the player around the game level. Anyway, here's the code for anyone who's curios and for future generations!

  • Hey all. I curious what everyone uses to create chiptune music, sound effects and music in general. Which one would you recommend for a beginner? Right now I'm sort of interested in MilkyTracker. There seems to be a bit of tutorials online for it. Is Pulseboy any good? How does everyone create sound effects? I've been using the bfxrt tool at http://www.bfxr.net/. Works pretty well.

  • Dude! Awesome game! Super high quality stuff! I love all the cool pixeling, attention to detail and style. Can't wait to see it fully released!

    I have a few suggestions you might make. Your crosshair is small and red and a lot of your environments are orange and red. I suggest you make the cross easier to read in the hectic chaos (or if you ever update or make RELOAD 2, keep the crosshair color in mind). It's also a little difficult to read where the enemy attacks are coming from but that's just me. When I played it a second time on hard, I did notice them more though. Maybe you can have more of a power up or build up and aiming to the damaging blows. Almost like they're winding up for an attack. Just a suggestion.

    Your motorbike henchman looks great! Keep up the good work!

  • Hi all. Simple question. I think. How do I make the player *temporarily* invincible in during a knock back? I found this discussed in other posts but I can't seem to get it working right. I thought disabling collisions of the enemy for a moment during the knockback would work out but I was wrong. The player gets knocked back in a direction depending on where he's facing and the player sprite flashes. How can I make it so that the player is invincible for a moment, isn't knocked back constantly and can walk through the enemy for a moment. Here's the code.

    Oh, one more thing before the code. On another slightly related note, what would be the smartest way of creating a health system. By that I mean, should I code player damage numbers and effects (knock back, getting frozen, etc) in the player character sheet or in the enemy character sheet?

    edit: added a capx and spelling

    Please not how the left worm is not acting as intended. All crawling worms have 3 movement behaviors: it moves and switches direction when near a wall, it moves and switches direction as its about to fall off a platform and it moves and switches direction manually if I set it using collision boxes. The left worm is changing to move right at certain spot and I have no idea why. Any ideas why this is? Looks like the other worms work correctly. Thanks everyone!

    https://www.dropbox.com/s/avdj3nm24hz9k ... .capx?dl=0

  • Ok, don't know what I did but I fixed it. Eventually it crashed though and now I'm not able to get the exact code back in there to make it work. I'd really appreciate any help or suggestions on how to approach this.

    It was working as intended, I could switch back and forth and pick off from where I last left the character or vehicle but the crash killed all that. Here's some of what I did to get it working. I moved the "Context Action System" group outside of the "Ground Control" group. I also created an instance variable for the ship called "state" and number it "0". "0" means off/idle, "1" means activated/controlled. If the player presses F and the ships "state" = 1, basically control would return back to the ground character and set "state" = 0. I guess I did some other important things because I can't get the results again.

    Here's the code. Right now it's broken, it just turns my ground character invisible but it's close to how the code was looking while working earlier. If I remove that bottom block of code, I'm able to switch to the ship again. Thanks!

  • Hello all! So I'm experimenting and trying to code a scene where you control a side scrolling character and you're able to board and pilot a physics based space ship. I have decent side scroller controls and now I'm beginning to implement some space ship controls. I'm able to "switch" and control the space ship but I can't switch back. The "F" button is a context sensitive button/action so if you're near a switch, near you're ship, near another player, etc, the "F" button will engage some sort of gameplay element/function. In this case, I'm just boarding and unboarding a space ship, switching "characters" or control states, if you will. Hope this is a clear explanation for my question. How would I go about switching on the fly my two modes of play, ground and air?

    In the final version, I'd want the player near the ship in order to "board" and control it. I'd like the player to only be able to disembark by a context sensitive action/landing animation when close enough to the ground. Right now though, I'd just like to switch back and forth between the ship and character, from where I left last either one. Here's my code and a gif. I'm new to construct 2. I tried having the space ship code in the same event sheet and a separate one, it makes not difference. Maybe I'm having trouble linking them? Should overall "controls" of any and all characters/vehicles/etc be under the same event sheet? I'm not sure my event sheet management is very good. Thanks for looking at my questions folks!

    edit: Deleted my original question over at the main "How do I....? thread. My topic title had a very beginner sounding title compared to the others so thought it probably belonged here.

  • I'm pretty sure there's more than just The Next Penelope on Steam. Shouldn't Insanity's Blade, Airscape: The Fall of Gravity and Cosmochoria be on the list as well? Those last two are actually promoted on the Construct 2 Steam page!

  • Thanks for your help blackhornet! Did what you suggested and got it working! Simplified the code too! I had no idea about that I could specifically deactivate different "systems" or code if I put them into groups. Seems like it could be very useful. Here's the bit of code for posterity's sake. Now I'm going to try and get this array working.

  • Hello all! I have a beginner question. I can't get this to work properly. Basically I want a black UI and text to show up when the player presses a button. I want it to stay on screen for a few seconds while the text comes up typewriter style. I have these parts working (well, still working on the typewriter effect but I'm working on it) but I don't want the player to be able to spam the select button making the text/UI visible and invisible after the code runs once. I want the text and UI to display for the appropriate amount and for the player to not be able to press or activate this action again until it finishes playing. Here's my code.

    I also have another, more complicated question related to this. I want to create a number of different texts or dialogues that would show up whenever the player presses Select or R. Kind of like a Metal Gear Solid codec system. I know how I would go about making the game say the same specific text/sentence over and over but how would I go about playing 20 different short sentences each time you press select? I'm still new to this and it's hard wrapping my head around arrays and families. That what I need to use, right? Thanks everyone!