kittiewan's Forum Posts

  • Cute game. I played it all of the way through, and there were two annoying things I noticed:

    1) The Drop button keeps moving from level to level -- and maybe even within levels. Not sure. Anyway, IMO the Drop button should always stay in the same place so player doesn't have to reposition mouse and can keep eyes on the dinosaur. That the button moved around made it seem like you didn't pay as close attention to details as you could. (I would use the same graphic for the drop button on all layouts, too, but that is a matter of preference, and not an annoyance.)

    2) There was not indicator that I saw of what level I was on. It seemed like there was an intermediate screen that flashed by so quickly that I couldn't see it at all, but that might be some annoying flash from switching layouts. I was hoping for something that would always be on the screen saying what the level was.

    Those are pretty minor problems. I liked it!

  • Thanks! I posted the link to a new project (RandomNosPush.capx) that shows how to generate a unique random number on demand. You'll find it along with a brief explanation at the very bottom of the Generating random numbers without duplicatestutorial. It is a more complete example. Hopefully you'll find the comments enough to explain what is going on.

  • Read my tutorial on Generating random numbers without duplicates.   I made it just for you! <img src="smileys/smiley2.gif" border="0" align="middle">

    Basically, each time you generate a random number you will check to see if it is in an array and if it isn't you will insert it into the array and use it for your game. If it IS already in the array, try again.

    Since you don't know the size of your array to begin with, you might want to push the value onto the end of the array. I'll try to post a variation that shows that today. When I do it will be #3 under the end notes.

  • Tough one. Since I don't know what the rules are for creating your piles, or if they overlap, etc, I don't know if this will do it for you.

    Click left mouse button to create a random number of piles with a random number of objects in them.

    Click the right mouse button to pick random objects and destroy any objects that overlap them.

    CullPiles.capx

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • IMO There aren't any dumb questions when you're just starting out. It's all in knowing where to look!

    I HIGHLY recommend velojet's Building a Platform game - A beginner's guide. It covers not only animation but other great tips for building a platformer.

    Even though the tutorial teaches what you need, I made a few changes to your project which you can find here:

    PieGameAnim.capx

    I changed the walk animation to make it loop (done in the properties panel when the animation is open in the animation editor.)

    I added several platform events for Sprite11:

    is moving

    X is moving   (that is, is moving inverted)

    is jumping

    is falling

    Then for each of the events I added an action to set the animation for sprite11 to either walk or stay as appropriate. You can add more animations like a jump or a fall animation and use them instead of walk and fall for those cases.

    If you want to add a run animation, then you would check the speed of sprite11. If it is less than a certain amount, set the animation to walk, if more set it to run.

    Also, if your player is going to to be changing directions you need to make other changes to mirror the animation based on a key press. Those might require that you add a keyboard object so that you can test to see whether the left or right arrow key is pressed.

  • The thread below has a link to a C2 example called RandomArrayNoDuplicates.capx that generates random numbers without replacement.

    Randomize Array

    EDIT: It uses a feature introduced in C2 release 87, so you should upgrade to R90 if you haven't already.

  • I tried to open your project but got a message that one of the plugins isn't installed, but it says that it is the Text plugin that is missing. I'm using R92 and the standard text plugin is there. What are you using?

    Anyway, the first thing I was going to try was to move that last condition (invert is overlapping family1) into a subevent and move the action to the subevent like so:

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

    I think that will do it.

  • Looks good so far!

    IE9 - 55 to 59

    Chrome - 60 to 61

  • Here is a quick and dirty (and very incomplete) keyboard. There are two kinds of keys -- standard and special. And Special can be literal (like space is " ") or not, like Return is newline. You'd have to think through cases like Shift, Alt, Ctrl... But it is a start.

    keyboard.capx

    All I'm doing is appending text. For your application you'll have to figure out what the key codes are and send them as appropriate, and that's the hard part, I guess.

  • Does ego shooter mean a 1st person shooter?

    Anyway, this example the player angles toward and follows the mouse and goes faster the the farther from the mouse, etc.

    butterflyFollow.capx

  • Maybe this thread will help you. There are two different versions -- the original one switches the animation frame based on the angle of the sprite and the second one switches the animation itself, not just the frame.

    Change Frames like Compass Sprite in 8dir

  • Would pictures help?

    <img src="http://dl.dropbox.com/u/57899112/export1.png" border="0" />

    <img src="http://dl.dropbox.com/u/57899112/export2.png" border="0" />

    <img src="http://dl.dropbox.com/u/57899112/export3.png" border="0" />

    <img src="http://dl.dropbox.com/u/57899112/export4.png" border="0" />]

    Consider Index.html to be a "bare bones" web page. You pretty much need everything that is in it to run the game. The next images show the various parts you can copy and paste to your web page.

    <img src="http://dl.dropbox.com/u/57899112/export5.png" border="0" />

    <img src="http://dl.dropbox.com/u/57899112/export6.png" border="0" />

    <img src="http://dl.dropbox.com/u/57899112/export7.png" border="0" />

    <img src="http://dl.dropbox.com/u/57899112/export8.png" border="0" />

    <img src="http://dl.dropbox.com/u/57899112/export9.png" border="0" />

  • In the manual look for the section on Testing and publishing. Essentially you need to export your game or project to an HTML5 website, which produces the required files, including a commented index.html that shows the html5 code you'll need and talks about where goes.

    That manual page also has a link to a couple of tutorials you may find useful, too, like Publishing and promoting you C2 game.

  • Use the 8Direction Is Moving condition on your sprite to determine which animation to play. You can also use the 8Direction Speed to determine the animation. Here is a simple example that demonstrates how to do it.

    ButterflyFly.capx

  • Here is an example:

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

    It tells you whether you clicked in the top half of the layout or the bottom half of the layout.