jclausen's Forum Posts

  • 11 posts
  • Thanks for the added tip BluePhaze, I will most likely be implementing something like that as well.

  • I'm sorry EncryptedCow, but did you mistakenly not add what you were referring to? I don't see anything in your post to interact with.

  • I will check out all the tips and capx files either tonight or tomorrow. Thanks again for all the support!

  • Will using a tiled background work if I want to have a shield as well that regenerates over time? For example:

    If I want the shields to have a max amount that can regenerate, and I want to have health that does not regenerate.

    Shield 0 < X < max (Increasing by 1 every x seconds until max value.)

    Health 0 < x < max (Only increasing when a specific item is picked up)

    I get that if I set the width to x*(health variable) but what would I do if I have a shield graphic? Would it be as simple at the health bar with another line that makes the (shield variable) an increasing over time array?

    Again any discussion is appreciated, I still have a lot to learn on using Construct 2 as well as programming in general.

  • While unfortunately I didn't have time to check back for replies last night, but I will check out the capx file in the evening when I get home tonight. Thank you all for the help and ideas, I greatly appreciate them!

  • Hello all,

    I was discussing with my partner as to the direction we wanted to go with our game and we came to a consensus to avoid using numbers wherever possible. With that in mind, I was hoping you lovely people here on the forums could help with my dilemma.

    To cut a long story short, I was wanting to have a graphic show how much health the player has remaining, but I cant figure out how to attach a graphic to a variable. Basically we are shooting for a life bar similar to the ones used in the old Megaman X games. For instance, if the player has 20 health remaining out of 30 maximum the bar would show 20 horizontal bars out of a possible 30 bars. Any help on how to create a connection between the sprite and the health would be greatly appreciated.

    As a side note, we also want to have pick ups that increase the value of the maximum health too. So if someone knows of a way to simplify the graphic so that we don't have to keep replacing it that would be awesome as well.

    Thanks for the help,

    Joe

  • Not near my personal computer right at the moment, but I will try our the capx file when I get home this evening. I kinda see what I need to do, but I think it's going to require a few more variables than what i thought at first.

    Healthmax = 3 initial, increases as game progresses.

    Healthcurrent = x = Healthmax

    Shieldmax = 3 initial, increases as game progresses.

    Shield current = y = Shieldmax

    Shieldregen = add 1 to shieldcurrent If regen timer = regenmax

    regenmax = 5

    regen timer = 0 to 5

    Feel free to give me your thoughts on my logic in case i am missing something?

    Thanks again for the help.

  • Hello all,

    My name is Joe.

    I've always been a huge game enthusiast since I was a little boy. I tended to direct my interest towards well written stories in video games, primarily RPG's, I was a major member of the SNES genre of games such as the classics FFII, (4) FFIII, (6) Chrono Trigger, Lufia, and I could go on for hours.

    I was awarded a degree in Mechanical Engineering from ISU 2 years ago and made a career path out of it. But due to my increasing desire to make something I know I would be truly proud of I decided to come to Scirra to start programming games.

    I still work as an engineer to make a living, but I hope to gain financial independence with the game a small group of friends and myself are currently working on. I am doing the grunt programming, while my more artistic friend is working on graphic design. We hope to have a fully functional prototype to present by mid year 2013.

    I look forward to all the help I can get in the forums from those of you on here. And thank you for inspiring me to do what I know I will truly love in game development.

    Regards,

    Joe

  • I'm not sure if that would work.

    My intention is to have the shield regenerate over time. (Similar to how it works in Halo.)

    For example:

    Player gets hit so -1 to shields. Then Player gets hit again so another -1 to shields. Now the player kills the creature and waits x seconds and his shields regenerate to full.

    But in another example:

    Shields = 3 hits

    Hull = 3 hits.

    This time player gets hit 4 times for -1 damage each without regenerating. so he has the following remaining after shield regenerate:

    Shields = 3 hits.

    Hull = 2 hits.

    This is the mechanic I am trying to achieve. I appreciate the input though. :)

  • Greetings,

    So here is a question for all you fine folks out there with more construct knowledge than myself.

    I want my player character to have both an energy shield and health. I want the Shields to regenerate points over time to a maximum value, and the health to have a limited number of hits, (Starting with 3) that do not regenerate over time. The end result is that when the player loses health to 0 it dies and it's game over.

    The trouble I am having is that when I try to program this I can't figure out the part where it would change over between one type of life to the other. I can't seem how to create the following scenario in construct.

    If PlayerShields = 0 Then When hit my creature or projectile subtract from PlayerHull

    Basically I need a way to code the above statement but I'm still new to the construct format. Any and all help or comments is appreciated. If you know of somewhere else in the forums that this answer is located please direct me.

    Thanks to all in advance!

    Joe

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  • Greetings all,

    I am new to the programming scene and this is my first official post. I searched this topic but found little to no help in my own personal project.

    Basically, I am developing a side scrolling game which will be using the same game system as Castlevania SOTN or Super Metroid. In other words sidescrolling, platform, and a little bit of fighting along the way.

    My first question, (As I'm sure it won't be my last) is how I go about generating a dynamic map that constantly updates as the character enters new rooms. I assume its going to use some sort of array system where each individual room has an (X,Y) coordinate which switches the color of the graphic. But do I need to then create a map with as many layers as there are rooms? Or is there some sort of simple way to generate this? Any help is appreciated.

    Thanks! and I look forward to any feedback! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • 11 posts