justifun's Forum Posts

  • You can easily make something like what you are describing. The size of your overall project might become an issue depending on how many sounds / images you have and how large the project is. But it'll probably be fine if your book is short.

    You certainly don't need to learn every aspect of C2, but take a look in the tutorial section and see if there's tutorials for things you might want to include in your project. eg: how to add sound to your game, how to switch layouts etc.

    Try the first 2 beginner tutorials to get your head around how C2 works logically, it takes about 20 minutes per tutorial to follow along with.

  • I thought all you had to do was create a sub folder in your project called "fonts" and stick your TTF font in there for it to reference properly.

  • Here's a great reply from someone on reddit about how to make your game sync to the music.

    This wasn't specific to Construct, but the theory still applies.

    reddit.com/r/gamedev/comments/13y26t/how_do_rhythm_games_stay_in_sync_with_the_music/c78aawd

  • PM sent HappyJackie

  • So far so good. Its a good idea to keep basic mechanics separated so that you can enable/disable them as needed during gameplay. Eg: with one action you can disable the entire "player movement" group during a cut-scene for example. or when you pause the game etc.

  • *cough* christmas *cough*

  • I don't have an example file right now, but here's the basics.

    There's a few different ways to do it depending on your game, so here one way.

    If you want your character to automatically pick up the item when they walk over it then you simply need to use the event "On collision with other object" and pick the player object as its target.

    If you want the player to also have to press a button to pick up the item, then add the keyboard object to your layout, and right click the "on collision with player" event you just created and choose "add another condition" and pick "keyboard" -> on key pressed ->"B"

    So now the action associated with overlapping the weapon on the ground will require the "B" button to also be pressed in order to execute the action.

    Now for the action. Depending on how you want to make your game, you could do a few different things.

    1- the player has its weapon's built into its animation sprites already, and you simply need to switch to a different frame (eg one with him holding his gun) in which case you would use the "set animation" action

    2- The weapon item "pins" itself to the player and follows him wherever he goes. In which case, you need to add the "pin" behaviour to the weapon, and use the "pin to object" action.

    3- Lets say the player always has the same gun, but just fires different bullets depending on which item his picked up. In this case, you would create a instance variable for your player called "currentGun" or something. And for your weapon pickup action you would use the "set value" action to change the player's variable to 1 or 2 or 3 or whatever. Then you could create an event on the player that checks which value that instance variable is, and switch the animation or damage or graphics of the gun to whatever you want.

  • You want to use windowwidth-100 and windowheight-50

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  • The preview on lan feature that already exists works really fast.

  • Need to advertise and spread the word about your new game?

    here's a spreadsheet list of review sites (english only) places to let know of your new game

    rockpocketgames.com/english-game-review-sites-list

  • spritecutie.com

    drop a sprite sheet onto the window and it and tells you their cordinates

  • Looks fun!, how's the performance on the different devices you've been testing it with?

  • For any of your objects that don't require the most accurate physics calculations, you can tone down their physics interations which is a big performance boost.

    Here's the part of the manual in the physics object

    Action

    Set stepping iterations

    Set the number of velocity iterations and position iterations used in the physics engine. The default is 8 and 3 respectively. Lower values run faster but are less accurate, and higher values can reduce performance but provide a more realistic simulation.

    scirra.com/manual/98/physics

  • Here's a great article on monetizing html5 games.

    photonstorm.com/archives/3045/insert-coin-to-continue-the-html5-game-sponsorship-market