Juicy's Forum Posts

  • Great, thanks! I got it to work offline through Firefox no problem. Seems like it doesnt like Opera for some reason. Could this be a glitch in construct or something to do with the localhost port perhaps?

  • Hi,

    any advice on how can i get construct2 to play the game completely without an internet connection. I work at sea and fiddle with construct on my spare time and the internet connection is not constant here so its slightly irritating when you try to preview some changes you make to your game only to get an error page saying "Unable to connect to the proxy server". Any way around this?

  • see attached file.

  • Ah, thats a shame. And btw, i wasnt trying to give the impression that i would want to rally people up behind me for such an effort if that is what you thought, i'm way waaaay too unskilled with the program to even make anything decent myself But yeah, just a thought that popped to my head. It's exiting to think of the possibilities IF somehow it could all be maintained properly. Allthough now that i think about it. isn't opensource software exactly this kind of work? pretty much anyone can chip in?

  • Thanks for the replys! wonderful ideas. Got it to work just fine

  • While sitting in a bus I started to dwell in memories. One of those memories was when I had up a art based forum and someone had the idea of creating a drawing that everyone on the forum could partake. Someone would draw a circle, anotherone would draw eyes and mouth, a third would refine the doodle to a pretty decent face and so on. It was insanely fun

  • Bump in the hope for an answer.

  • Big thanks FargFAther, got it to work just great.Paddle stops and resets in the middle after a match, and I didn't even need to use global variables as i got the ball to spawn where i want it to by ordering the spawn point to move its Y position to the same as the ball where it got destroyed. Simple.

    However i dont really get it how can the spawnpoint know the correct Y position if the ball is allready destroyed? kinda strange even if it works. Any insight to this?

    Pretty much the last dilemma i have with this is how can i set it so that it randomly shoots the ball on both directions in start of the game. I have it set on random (180) degrees, but this has a few flaws, the bigger being that if the ball launches from 90 degrees, it will just keep bouncing between the ceiling, another would be that it only launces downwards when it would be better if it could launch also upwards. So i basically need a contained random launch for both directions somehow like "on start of layout-> ball> set bullet rotation random (-60,60 or 120,240). How would i do this correctly? Also the ball sometimes bounces at a very steep angle so it hakea forever to reach the other player, OR actually start to turn backwards Like a boomerang, very odd. Would be happy if someone coule enlighten me a bit with these.

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  • Hi,

    Last night i started to recreate the game pong, after seeing a tutorial series on youtube. All went quite well besides that im trying to figure out what causes the cpu paddle to start moving upwards every time the ball is destroyed. Im guessing that the program thinks the CPU paddle Y value is greater than the balls since that is the only code that moves the cpu paddle up. But how could this be as the ball is destroyed?

    Another thing is that i'd like to try to make an exact copy of the original pong, and i noticed that it releases the ball from the middle from that Y value where the ball went to the goal. How would i fix it so id get my pong to do this as well. Also, i now have it set so that it shoots the ball just randomly, how would i make it to shoot at the player who just lost?

    capx file as attachment.

  • Thanks razor monkey for the advice, that worked like a charm, now that i see that, its so obvious i feel silly.

    Everade, im not entirely sure why i used that container in the first place. Guess i sort of though that a shotgun shell is a container of pellets..sooo anyway, changed it so that each pellet has its own destroy on collision state. Works fine now, thanks! I didnt try this boolean thing just yet as Razor monkeys advice worked great, however. Now that i got the two weapons to work like i want, im curious if this way i could use more than two weapons at a time?

    Lordshiva, thanks for that. I remember you posting a reply to the other thread as well. However, this type of weaponchange does not really work with my project. Much appreciated nonetheless.

  • Since my original question at the beginners section seemed to go nowhere, i figureg i might step it up a bit and ask basically the same thing here.

    Im trying to create a game similar to crimsonland where you have hordes of enemy coming at you and you try your best to keep them at bay until the inevitable defeat. The player has only one weapon to use at any given time, but can change the weapon if anotherone is spawned to the playfield.

    What i would want to create, is the player to have a max of two weapons at his/her disposal. a primary, and a secondary weapon. That he could change should an enemy drop one for example.

    Where i've gotten so far, is that i have the player start off with nothing. he can pick up two weapons that shoot their own bullets and the weapons can be changed through mousescroll. Now on the mousescroll change, i have a bit of an issue that i cannot seem to figure out. The weapons on the ground react to the mousescroll before i've even picked the up. How would i set it so they only react to the mousescroll if equipped by the player? Another issue is the bullets. I've got a shotgun on the game that shoots a burst of pellets. Problem is, all of the pellets dissapear after only one hits an enemy or goes over the grid. I assume this would be related to the fact that the bullet has a container that has the rest of the pellets attached to it.

    The gamefiles can be found at https://www.dropbox.com/sh/j9xxg9strbnfw5z/AADeIzHrZkAt_mDV036b7Klaa?dl=0 to see what i mean. Or https://dl.dropboxusercontent.com/u/73502848/New%20project/index.html to test the game on a browser.[/code:3v0x27fb]
    ^-- i guess im not allowed to post url:s , but im assuming im not hurting anyone here by going around the blocking like this..
  • Thanks for that, but it doesnt still quite address my problem. The original question i figured out allready, i just need to iron out a few kinks still. Perhaps the file link i posted would better explain my dilemma. I'm thinking now that i would maybe need an inventory system to the game for this and therefore maybe this question is not suited in the beginners forum?

    (even though im am very very beginner still)

  • Since it's been almost three days without any answer, i'm hoping no one takes offence if i bump this thread as im still at a loss. Weapons on the ground dissapear without before picking them up and another one is that if both weapons are picked up, i dont know how to make the one currently selected to stay and the one picked up to dissapear (as to go to your inventory sort of).

    Also as TheDom asked if i need only the two weapons or more, is there a crucial difference in this? just wondering if im making the whole thing somehow wrong if id like to make another game with more weapons in the future with the same principle.

    Quite supprised actually that it seems a bit hard to get an answer for this. I was almost sure there have been a million games made with the same idea as far as the multiple weapons go and my question would have been aswered with a sigh of "not this question again..."

  • Thanks for your time, ill pm you. In the long haul, id like the game to be more versatile and have more than two weapons, but im just learning the program and just trying to figure out how the thing works so for now two weapons will suffice untill i get the knack of it The idea i have is however so that the player can only carry a maximum of two weapons at a time and could drop them to change into another (say an enemy weapon for example)

    Edit: Seems like im not allowed to PM just yet. I put the files on dropbox so you should be able to see it from the address below

    https://dl.dropboxusercontent.com/u/73502848/ryss%C3%A4n%20kosto%20ver2/New%20project.caproj[/code:u6dgrz2i]
  • So a bit of an update as i've veered a little bit closer to the answer it seems. I finally got the two weapons to change with mousescroll and shoot their own bullets. A few problems reside.

    For some reason, when i shoot at the enemy with the shotgun, all of the pellets dissapear as soon as one hits an enemy. I dont understand why since i've put a destroy order on each pellet separately if they hit the enemy.

    The bigger issue is still with the weapon change. I got it to work kinda fine. The only thing is, now if i use the mousescroll before even taking a weapon from the ground, they switch places (scroll up, shotgun dissapears and rilfe appers and vice versa) how can i get the scroll switching to work only after i've actually piced up the weapons?