InDWrekt's Forum Posts

  • Take a look at the LERP function. The tutorial below will give you an idea on how to use it.

    https://www.scirra.com/tutorials/378/cr ... -with-lerp

  • Yes, an SD project would run faster and more efficiently than HD but...

    ...the speed, power and screen size of the hardware would define how noticeable the difference is to the user. If you are running on a small portable device with very little ram and a slow processor, you would probably want to use lower definition images. If your game is only intended to run on full PC systems with fast processors and lots of ram, the speed difference would be minimal and the user experience would be better at a higher definition.

  • You don't have enough reputation to post links so, we cannot get to your project to view it.

  • There is a Turret Defense template built into Construct that can show you everything you need to know about creating a game using turrets. Just create a new project and search for it in the list.

    There are 2 actions on a sprite that you can use. "Set angle toward position" or "Rotate toward position", then use the X and Y values from the player object in the position fields of the action. Of course any of the rotate functions would work but these 2 are the easiest for what you need.

    I hope this helps and good luck with your project.

  • Here is a really simple example for you. Take a look at all the behaviors and and the events. It should be all you need.

  • Have you read the GNU license information? If not, I would highly suggest you do so. It explains what must be covered by the GNU license. In short, your game does not have to be covered by the same license. The engine your game is using does. In other words, if you add any code that does not in any way alter the engine, that code is yours and you can license it as you please. That also goes for all assets (art, music, even the event system you built in the engine). You own the rights to your creations. If however, you do alter the engine some way, you must release those changes to the community. Also, you are legally obligated to include the license information for the engine in any derivative product you release.

    As for making a free game, yes you can as long as you adhere to the license.

    Finally, I believe the source code is found here:

    http://sourceforge.net/p/construct/code/HEAD/tree/

    I hope that gets you what you need and good luck with your project.

  • There is an action called "Set Angle Toward Position." It takes an X and Y coordinate and rotates your sprite so the right side of the sprite is facing it. Remember, the right side of your sprite is considered the front or angle 0. So, to get your sprite to face where you touch, you pass in the Touch.X and Touch.Y.

  • No need to feel stupid for not being able to figure something out. It takes time to learn Construct.

    Here is a screen shot that should give you everything you need.

    [attachment=0:2p4nxkm0][/attachment:2p4nxkm0]

    It is done using the custom movement behavior.

    I hope that helps and good luck with your project.

  • The answer to your first question is, yes the full DX9 has more functionality but as far as I have seen, Construct Classic doesn't use all the features. The feature set of DX9 in CC is very similar to the feature set in WebGL which C2 uses. Of course, in this I may be wrong.

    WebGl and html5 are far more powerful than you think and can handle highly complex games. Check out games such as Warface and Ballistic.

    As for the interface, give them both a download and take a look. Of course the biggest difference is that CC doesn't have any restrictions where the free C2 does.

  • 1 - Yes and many have been made.

    2 - Yes and there are quite a few tutorials on the site about how to make a multi-player game.

    As for the specs, that all depends on how many events you use, how graphically intensive the game is, how many effects you use and generally how big the final result is. In other words, it depends on the same things as any other game (programmed from the ground up or built with any other tool) depends on. Because Construct 2 is originally an html5 tool, the final package is meant to be extremely light weight.

    As for the edited question, see the previous paragraph. Remember, Construct is a tool. It can be used to create just about any type of 2D game you can imagine. But, a tool is only as good as the person using it. A person using a tool improperly can always create a bad product no matter how good the tool is.

    As for the choice between CC and C2; C2 is far more powerful and has a lot of great features. Not to mention the larger number of platforms it supports. If your question is between the 2, the answer should be a resounding C2. If you are concerned because it was originally created to make html5 games, just take a look at all the export possibilities and you will see, C2 gives you a lot of options now.

    Finally, since C2 has a free version, why not give it a try? That may help you make your decision between the 2. The interface isn't that different. At least from what I remember as I haven't used CC for a couple years.

    I hope that helps answer your questions and good luck with your project.

  • This usually happens if the default animation event is below your desired animation in the list and all conditions for the default are met at the same time. You can test this by moving the event for the balloon animation below the default animation.

  • Have you tried using the "Is outside Layout" event and inverting it?

  • Yes, making your character speak is just like adding any other sound. It isn't too demanding, nor is it difficult to set up. All you have to do is, set up the event that plays the sound. I assume you already saw some tutorials for adding sound but if not, read through this:

    https://www.scirra.com/tutorials/181/ad ... ners-guide

    If you are trying to animate the character so it looks like they are speaking, you simply need to trigger the speech animation when you trigger the sound. I haven't tried it yet but, I think it looks pretty difficult to get a lip sync effect so, you may just want to keep the animation generic. Just a suggestion.

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  • For the every x seconds, you should add a variable to the layout storing the start time of the layout and do every x seconds after the stored time, not the game time.

  • Do you have any second party plugins? As stated by Ashley in:

    https://www.scirra.com/tutorials/82/upl ... rra-arcade

    The arcade doesn't support plugins.