hyenaman's Forum Posts

  • Gobsmacked!!

    Bit of a challenge eh? ...show off.. ha ha.

    Incredible stuff.....as an artist coming into game dev, I have...so....so...so much to learn.

    It's like starting from scratch all over again.

    Played around with C2 years before it went subscription model.. then stopped...just starting up again.

    Will be diving into both the capx's, and hopefully, emerge wiser and more knowledgeable.

    If my brain can wrap around the innards ...that is :)

    Many thanks..

    Much appreciated.

  • Wow!!

    Thank you for a super quick response.

    I think this a super great starting point for what I'd like to achieve...in fact what I have in mind is far less complex.

    will give it a go and see how far I can take it.

    Thanks again.

  • Hello,

    Trying achieve a procedural looking stem growing thingie.

    I figured particles might be a good bet.

    It requires them to spawn and stay till an event asks it to be destroyed.

    Look at the attached gif and do tell me if any one knows a way to achieve this using particles? or any other means.

    It can't be an animated sprite because it needs to look different each time.

    Thanks for your time.

    P.S: I am using C2 and not C3. FYI,Incase it varies in approach between the two.

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  • A little puzzle platformer in progress..

    with soooo much help from the guys at the forums...thankyou for being an awesome bunch..

  • You could have an invisible sprite that describes the area of effect.

    then in the logic..have your controls active only when in touch with that sprite?

  • what happens when you have multiple sprites in the family??and the hitbox is pinned to the family object??

    When I tried it just stayed with one sprite.The first on the family list.

  • This is strange.

    Your having that object in a family doesn't really affect pinning behavior.

    If the hitbox code says for example

    OnStartOfLayout>HitBox>PinToObject>Sprite

    This will keep it pinned to that particular sprite.

    Might be best to link your .capx file here.Might be some minor thing you overlooked.

    -cheerios

  • Check out the engines category...

    http://www.develop-online.net/news/deve ... ed/0205998

  • Again 'Variables" are the answer

    Make one called "specialPower" (call it anything you like)

    Then for every enemy or special enemy killed add value to that variable.

    Example

    enemySpecial destroyed ...add 10 to specialPower.

    then have condition that is true only when the value of the variable specialPower is a pre decided one .

    Example

    if specialPower>=100 then.....special move "kaboom" is active

    Im sure there are many ways to approach this but this is pretty straight forward.

  • CoinOp Story : Arcandis Ruins first visual.

    That water looks awesome. Love the visual style.

  • make a a family called "player' or some such thing...and put your player characters in there

    then

    make a family called "weapons" put your tv and other pickup-ables in there...

    On the weapons family add the pin behaviour.

    condition

    WeaponsFamily on collision with player family...

    pin to object--player family.

    This way you can keep adding different weapons ,,all you need to do is add them to the family called "weapons" or what ever you call it.

    See attached Image

  • That is sooo much fun...and love the art..

    It would be really nice to have keys for drum...its really hard to keep time with the mouse click..

    excellent work....

  • That does it wonderfully..

    Thank you soo much...

    And sorry to trouble you for something this straight forward..

    -cheers

  • Hi..

    Thanks for the response...

    Trigger once will have it repeat what ever animation was chosen.If it choses idle2 then idle 2 will be repeated until another input is provided.

    I want it like the below scenario..

    lets say idle1 was chosen first ...after the animation is played once i want it to choose either idle2 or idle1 again after that animation has played once.. it again chooses between idle2 or 1....so on and so forth..every time the player is not moving.

    I hope that made it more clear...

    Thanks again.

  • Hi,

    Please help me out with this issue.

    I have a character with 2 animations for idle namely "idle1" and "idle2". This a basic platformer game.

    "idle2" basically has a blink and "idle1" doesn't.

    I want make it so that C2 plays either one of these animations at random so it feels like the character blinks randomly and not in a predictable pattern.

    I have used the condition

    when platform not moving- choose("idle1',idle2") play from beginning.

    My understanding after looking through the forums is that this will make C2 choose between one of these cycles randomly.

    But right now all it is doing is stuttering in place like its trying to play a frame again and again.

    Please take a look at my capx from this link if you are able...i have stripped it down so we can focus on the problem.

    https://www.dropbox.com/s/4b2dv03k1cllf ... .capx?dl=0

    Thanks muchly in advance