kittiewan's Forum Posts

  • Here is a simple but very nice example of implementing patrolling monsters using platform behavior and collisions. It should get you quickly to where you want to be:

    PLATFORMER: Enemy control with platform behavior

    When you understand that, I highly recommend JohnnySix's Patrolling Example in the arcade.

  • Not a stupid question! You don't need the solid behavior on your monster, just on the wall. Now on the bullet behavior on your monster, there is a parameter "Bounce off solids" that you should make "Yes".

  • I'm not quite sure what you mean. Are you trying to have a sprite in a game launch a webpage containing another game? You can use a browser object. This image shows you all you need to know.

    <img src="https://dl.dropbox.com/u/57899112/CallGameFromGame.PNG" border="0" />

  • Cute. Good luck with it, and keep me posted! I'd love to see how it progresses.

  • Yes, what Epox said. He used the same memory match to tutorial to publish a fun children's game, complete with the menus and beautiful graphics. Yeah!

    Regarding the confusion on global variables, absolutely you can change them at runtime. However you have to be careful WHEN you change them. You don't want the change the number of cards in the middle of the game, for example. But you can change it at the start of the layout or in a different layout.

    In some programming languages there is a concept of constants, where are set at the beginning and are not allowed to change. Construct 2 does not have that concept (although I sometimes pretend it does by convincing myself that any variable I name in all capital letters is not allowed to be changed during the game.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ooh! Oooh! Me! Me! I always like goodies.

    And even though these are quite tasty, they aren't at all bad for my diet.

    Thanks!

  • If you go carefully through the tutorial it shows you how to change the difficulty in video 3b at about 7:25) You don't change the code. All you do is change the global variables gNumberCards, gNumberColumns and gNumberRows. The number of cards must be even and the number of rows * the number of columns must equal the number of cards. So go take out any changes where you made it gNumberCards/2.

    To use different decks of cards, just add additional card face and card back animations and set the animations you want to use when you load the layout just like it was shown in the final video for special sets of cards. (You can duplicate existing animations and replace them with your graphics.)

    To make it work from the main menu, just make changes to the global variables in the menu before you start the game layout. You'll need to add a global variable for the card back animation and card facenumber of cards and name of the animations you want to use in global variables in the main menu layout. Then call the game layout and issue the set animation action on start of layout.

    Hope that helps.

  • sqiddster, that was mean (and I so totally fell for it.)

  • I'm sensing a launch party here...

    I guess I'm greedy. I like it all. I want it ALL! I NEED it all!

  • Mr. Newt just got me hooked on this plugin. Very nice!

  • I'm having the problem too. I don't know if it helps, but after not using the XDK for a couple of weeks, when I started it today it seemed to do some sort of updating that I hadn't seen before, and now even games that used to work don't work in the emulator. The previously uploaded games that worked in Test Anywhere on my ipad still work.

  • jwjb Hey, didn't I just run into you over in the arcade? Well, welcome to the Construct 2 universe. I'm always glad to hear that my silly little examples are useful to someone.

  • harrio

    Read Ashley's tutorial on appmobi. It got me up and running:

    How to export to appMobi with directCanvas

  • First, even as it is, clone text does have its uses to clone the instance variables and behaviors. It would be nice to have more, but there are thing's that are much more worth spending time on.

    But regardless of whether you do anything about text object cloning, note the edit at the bottom of the original post (reproduced below) saying that even sprite objects don't clone all attributes, like size and opacity. I probably should have reported that separately. Do you want me to? (It's still an issue in release 99.)

    EDIT: Also, I've seen the same issue when you have created a sprite, made some changes to size and opacity, and then try to clone it. The changes you made don't transfer to the clone. For example, I created a rectangle sprite that I faded and changed opacity to use for image buttons, but when I tried to clone them I ended up having to resize and change the opacity again.

  • In the future, you might start your projects by creating an "object bank", which is simply a layout that isn't really used for anything except to hold your global objects and to keep a copy of objects you want to spawn/create during the game (to get around the limitation that there must be at least one copy existing somewhere.) So your audio, arrays, etc. would all go here as well as an instance of every object that doesn't appear at the start on your layout.

    All very well and good, but you need to solve your current situation. Here's how I'd do it:

    1) Backup your game, and, working with a copy,

    2) create a new empty layout with all of the layers in your existing prototype layout, and name it Template

    3) lock all of the layers in your prototype layout and one layer at a time unlock the layer, select all of the objects on the layer and paste them in the corresponding layer on the Template layout.

    4) When all of the objects are correctly in place on the template layout, set its event sheet and test it.

    5) If testing goes well, use the Template layout as the starting point for your new levels. You can keep the original prototype level as it is, or delete all of the unnecessary objects from it and rename it "Object Bank".

    6) When you finish your game, you may want to delete the Template layout, or rename it and use it as your last level.

    Hope that helps!