kittiewan's Forum Posts

  • Like this:

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

  • The example I provided above just uses the standard platform jump, and it does move forward. That's why I was working on the bunny example.

    In the bunny example, which was intended for use in an endless level game, the bunny appears to surge forward when jumping (correlated with the scenery speeding up), but then comes back to its original starting place, which is what a game like canabalt does. I don't recall all of the details at the moment, but I think you can adjust the amount of the surge by tweaking the vector x action.

    To sum it up, for a good endless runner, I think you need to make use of techniques from both examples (or their equivalents.)

  • kittiewan , your signature is blocked in my country :) can you change tinyurl.com :P

    zsangerous,

    I had to use tinyurl because of the character limit in the signature. The links to the tutorials are SO long...

    However, here are the direct links:

    Making an interactive treasure map

    Making a Memory Match Game

  • You don't say how you are using the platform behavior, so I'm assuming you're using just the default keyboard commands. What you need to do is override those defaults -- do not turn them off, but just insert a keyboard object into your game and then add an event to redefine the left and right keys to make the player move in the same direction as the key, but also add an action to mirror or not mirror the player to make him look the way you want him to.

    I think redefining the keys and mirroring the player is described in the two platformer tutorials. They're pretty popular, so you should find them on the first or second page of the tutorials. I'll have a little more time tomorrow, so if you don't still don't get it, let me know.

  • I don't have time right now to look at your game, but have you checked out my treasure map tutorial? You could use the same technique to create a menu. (Link is below.)

    EDIT: Oops. zsangerous beat me to it, but basically we're taking the same approach.

  • I'm planning to modify the bunny example I pointed you to. When a platform passes by a "gatekeeper" sprite it will trigger the creation of the next platform a random distance away. The platform will actually be created of random number of sprites, and at a varying height, and with random obstacles sprinkled over it. When the platform sprites and obstacles reach the other side of the layout, they'll pass by a "terminator" object and are destroyed.

    That's my plan. I think it's pretty standard stuff, but I haven't had a chance to do it yet.

    I modified your example along those lines (but simplified, of course.) One notable difference is that I put the different platform graphics in the same sprite, and then set the frame so I could easily generate random platforms.

    runner test_platformsV2.capx

    I hope it helps.

  • Or you can add Touch if you'll be running on devices that don't have a mouse. Set Use mouse input to yes and touch will work for both touch and mouse.

    However, unlike mouse there is no support for cursor over.

  • I posted a simple endless runner example awhile back asking for help with the jump. You may find it useful. I just move the scenery back to the other side when it goes off one end, but I wasn't trying to make varying platforms at the time. You would probably want to create random platforms and scenery at one end and destroy it at the other. Note that the fix ramones posted is better than my original.

    Making player surge towards center of window

    There is another example of a vertical scroller here:

    Vertical scroll platform

    I'm sure there are others in the how do i FAQ and other threads, but this should give you a start.

  • Here are 4 things to try:

    1) Go into the animation editor and trim the transparent edges off the objects.

    2) Adjust the collision polygons for the objects. Move the platform's collision polygon up and/or the solid's collision polygon down. (They don't have to correspond exactly to the graphic.)

    3) If you are using an invisible platform object with the visible sprite pinned to it, move the relative position of the pinned sprite down relative to the platform sprite.

    4) Use invisible solid sprites and separate sprites or tiled backgrounds that provide the visual appearance for the platform.

  • Okay, I got it done. Now--don't laugh--my list of curses is very G-rated. I wouldn't really check for those!

    This is very simple implementation just to give you a direction to go in. When user clicks the OK button it checks the length of the username (just for kicks) and it looks for any instance of a bad word in a string, even if its appearance in a longer word is perfectly innocent. For example, it will flag "damnable" because it contains "damn". Also, if there are two "curse" words, like "goshdarnit" the error message comes up twice. You could set a flag if you only want it to come up once, or better yet use a counter to say how many disallowed words appear.

    CurseCatcher.capx

    EDIT: I just couldn't leave it the way it was. I added a couple of events to keep track of the number of "curse" words found.

  • I'll try to post a simple example later today. The dictionary is an awesome plugin, very easy to use.

  • You can use platform.vectorx and platform.vectory to control the jump's x (distance) and y (height) directions. Here is a thread that discusses it:

    Holding down jump makes jump bigger

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  • use the angle expression:

    angle(PlayerImage.x,PlayerImage.y,DirectionSprite.x,DirectionSprite.y)

  • There are two actions to create an instance of a sprite.

    1) System -> Create object (in the manual under System Actions)

    2) <Sprite> -> Spawn another object (in the manual under Sprites/Sprite Actions)

    Create object creates the instance at a location you specify.

    Spawning creates the new instance at an imagepoint you specify on the spawning object. (For example, the bullet in the ghost shooter example in the Beginner's Guide to C2.)

    When you create or spawn the object it is the current instance, so that is the perfect time to save its UID into your arrays, as well as to change other properties. In the case of a spawned sprite, you may also find it useful to save the UID of the parent object in an instance variable on the sprite. That way you can easily pick all of the "children" of a sprite and move or destroy them at once.

    In both cases there currently needs to be an instance of the object in some layout in your project when the game starts running. You can delete it anytime after it starts. (This limitation may be removed at some later date.)

    To delete an old sprite, select the particular instance of the sprite using some method of your choosing and use the sprite's destroy action.

    As far as knowing how to procede, I'd suggest you do as many tutorials as you can stand at first, examine some of the example games on the arcade (the ones in the example category often have downloadable project files) and in the forum How Do I threads, and try recreating a few very simple games before you tackle something as ambitious as your project sounds. I think you'll save time in the long run.

    If you're used to programming with code, Construct 2 is a little bit odd to work with at first (especially selecting instances of objects) but once you get the hang of it, it is a delight and makes for very fast development.

  • There could be many reasons. You may have a layer turned off in Construct 2 that shows up when you run. You may have initial visiblity set to invisible for the text or the layer it is on. You may change the font size or put in more text so that the text is too big for the text object, so it doesn't show up.

    Without seeing your example or at least knowing what you are trying to do it is hard to know why you are having this problem.