Khalan's Forum Posts

  • Yep, I bought my copy about 8 months ago and just got around to trying it yesterday. In one day I'd done the character art, created 5 animations very easily in Spriter, and started a Construct 2 project that can play those animations with key presses. Pretty awesome turnaround time for both C2 and Spriter, and definitely worth it for anyone doing 2D games.

  • Though it's not Construct 2, I thought this was an interesting view of some of the basics that are possible with Spriter when it's used in a game engine:

    http://treefortress.com/introducing-spriteras-play-spriter-animations-scml-with-starling/

    Looking forward to 1.0!

  • Here's the link to r110:

    scirra.com/construct2/releases/r110

    I don't think there's a manual entry for containers yet, but here's one for the first Construct that should help you understand how they work:

    sourceforge.net/apps/mediawiki/construct/index.php

    Simply put, you can place the enemy and its health bar into a container. Once you destroy the enemy, the attached health bar will be destroyed as well.

  • The latest Construct beta (r110) should help - we finally get Containers!

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  • Try moving the random particles action to a System > Every Tick event, and the particle rates should vary over time.

    Otherwise, you may simply not be able to tell with up to 100 particles being created every second. Try temporarily changing to random(2,10) and you should be able to see the difference more easily to see if it's working.

    Help forum is here by the way:

    scirra.com/forum/how-do-i_forum45_page1.html

  • Change your player's 8Direction movement to 4 way, and on Every Tick, Add Action > Player > 8Direction > Simulate Control > Right

  • Change it to Bullett > Set angle to 270 degrees

    Add another action with Bullet > Set Bullet angle of motion to 270 degrees

    Also disable Set Angle in the Bullet's properties.

  • I don't think you can change the angle of gravity for Physics.

    You may need to 'Set World Gravity to 0' and 'Apply force at angle' to simulate gravity.

  • When your bullet is selected, in the properties menu on the left there's an option to Set Angle to no.

    Once the bullet is created you can set the bullet's angle to the angle of movement (in the firing event eg. Set bullet angle to cannon.angle); after that it should stay facing that same angle.

  • Try adding the Physics behaviour along with the Immovable property to your platforms. Should work then.

  • I just tested the Platform behaviour and by default the character won't jump again until I release and press the up arrow a second time.

    What is happening for you and what behaviours are you using? If you like, post the capx file (you can freely host it using dropbox.com/).

  • Disable the 11th event and it should run smooth. Find a way to only change the scale of layers when a change is necessary rather than every tick, or do it every 0.1 seconds etc.

  • Have you enabled collisions for that object?

    If not:

    On System Start of Layout

    -----> Player > Physics: Global Settings > Enable Collisions with (Selected objects)

  • Say you're using the 8-direction controls for the player and the Car movement for the vehicle:

    There should be an option to disable the controls (Set Enabled), so you could do something like this:

    On Player collision with vehicle (or press key etc)

    -----> Set player invisible

    -----> Disable 8-direction

    -----> Enable Car movement

    On ejected

    -----> Set player position to vehicle

    -----> Set player visible

    -----> Disable Car movement

    -----> Enable 8-Direction movement

  • You could use variables:

    An instance variable on the character called "Jump" for example

    If Jump = 1

    Up arrow down

    ----->Jump character

    ----->Set variable Jump to 0

    If Up arrow released -----> Jump = 1