kkletsgo's Forum Posts

  • Hey everyone,

    After a couple of smaller projects and a few publications on Google Play Store, I thought about making a simple town building game just to see if that thing would be possible to do in Construct 2 in first place. I understand that many of the functions would be similar to the regular RTS games so I tried looking for info through that. I also found this example

    http://www.scirra.com/arcade/addicting- ... ncept-wfow

    which is in my opinion full of interesting choices and concepts. Particularly, The idea where clicking a building would open a contextual menu is very appealing to me and actually shows me that there actually are elegant solutions for UI in construct 2.

    Now my question to you is how to mimic this type of behavior? Also, I am interested in the logic behind resources. It seems to be a combination of arrays and some sort of a database, but I am not sure. Obviously, I would not be asking these questions if the author had provided the .capx with the game, but I am afraid that I was unable to find it.

    Thanks for all the help.

  • Updated it so it works..

    Oh my. Thank you so much. Works like a charm. Thinking outside of the box here, which is something that I hope I will be able to do in near future

    Thank you once again.

  • I downloaded the capx and I'm reviewing it now. This a little different than your original explanation so I want to be clear. You have conflict in your basic concept since the players cannot play the game if you just want the control panel (however you provide a selection), so you need to have or define a specific location on screen to select the control panel and stop the action.

    Am I correct in this assumption?

    Well, I think this is what you are trying accomplish. Try the attached.

    Hey, Thank you very much for your effort. Unfortunately this is not what I was aiming for. I updated my own .capx with some more details. So, as you can see, once the player finishes the game, he/she gets the option to restart it. The yellow restart button is tappable. Unfortunately, once tapped, the game also puts the blue square on top of it, making it impossible to restart the game and just gets stuck in a loop. What I need is to somehow make touch function apply ONLY to the yellow square, and then, after the layout has restarted, make it applyable to the game itself. I hope I made myself a bit more clear this time.

  • Here it is. Once the player taps the screen the entire action should stop and the player should be able to select whether he/she wants to restart layout and start again. I haven't created the menu buttons yet but they would obviously appear somewhere on the middle of the screen. The important thing is that the game needs to stop entirely and only the UI layout must be selectable.

    The game is in very very early development but I think you get the basic idea behind it just by playing a round or two.

    Thanks for all the help. I presume it's not too hard of a work but I just can't get my head around it.

  • Create dual conditions.

    On any Touch > Circle > Set Visible

    Circle is (X) visible

    ( (X) ) being inverted

    then make

    On any Touch > Circle > Set Invisible

    Circle is visible

    I am really sorry but I cannot seem to understand what you wrote? I am very new to this whole thing. Is it okay if I just upload my very simple .capx and you can put these two commands yourself?

    Thanks

  • I have this very simple project where once the player taps the screen something happens - more specifically, an object appears. The problem is, I do not know how to prevent the object from reappearing if the player decides to touch the screen again. I just need to disable that object from appearing alltogether, and allow the user to select menu options.

    Thanks!

  • Here you go. I built a game using the same project. That's how I solved it. Easy.

    This is mine http://www.neoprofessor.com/assets/images/HELL_RUN_200.fw.png

    It's called "Run Like Hell"

    Good Luck with it

    Hey, thanks!

    What a simple solution. So elegant.

    I have another problem though, for some reason, my little guy is running through the top platforms. This is really annoying, I have no idea why this might be happening. Any idea?

  • Hey Guys.

    So to follow up on one of the previous topics, I did some work on my Autorunner game and I have to say it looks a lot better now. The problem I have is the fact that I can't seem to keep my Player sprite centered at the point where it starts running. It just gets pushed to the edge of the screen and only because of the BoundToLayout behavior it stays there. Attached you will find the .capx.

    Let me know if you find the solution.

  • I would recommend you look at Ashley's excellent platform tutorial, as many of the issues you are experiencing will then be obvious.

    For instance, your main animated sprite - which has the Platform behavior assigned, which is not recommended - has a totally random collision polygon for the separate frames. This will have numerous consequences such as bad collisions, unstable platform movement and many more.

    Thank you. The platform behavior was already there, I just changed the sprites and animations.

    I will check the tutorial out and see if I can find solutions.

  • Hey everyone,

    I started messing around with the autorunner template today. I got some pretty interesting results and I feel like the game is actually going somewhere. Still, given how new I am to this whole construct 2 thingy, I have stumbled upon quite a few obstacles.

    Attached you will find my .capx. I kindly ask you to give me advice on how to solve some of the, to my understanding, very basic things.

    1. Ignoring the running animation, the stickyman has two problems. The first problem is that he is slower than the platform. I have tested numerous speed numbers but I guess the real solution to this is create some kind of a formula which I obviously don't know. In order to test this claim just let the stickyman run for himself, without touching anything. You will clearly see that he is moving slower than the rest of the game thus making him disappear of the layout. I want him fixed in a permanent position. I do not know how to do that.

    2. The jumping is not responsive. This is the issue in the template itself. Simply put, the stickyman does not jump whenever I press the button. I think it has something to do with the events list, since I feel that it is somehow connected to the...

    3. ...fact that if you just let him run, the moment he approaches the ledge he will teleport to the abyss all by himself. I think it's part of the lines 9 and 10 of the code that come naturally with the autorunner template. Test it yourself, let him approach the ledge and you will see what happens.

    4. I am having troubles making the blue pixel (which should present either a coin or a power-up) be consistent in showing up. I tried making it always appear above the platform and randomly around the map but to no avail. This part just completely disregards any of my requests. I guess my logic is simply flawed so the program does not really understand what I am trying to tell it :/

    Thank you very much for all your advice and help. I feel like this forum is the most vibrant community forum out there.

    Cheers!

  • Jesus! (And I am not even religious)

    Thank you so much. Now this, this right here is what I call forum/user support.

    I mean, I swear, I am left speechless.

    Thumbs up man. If you ever swing by Sweden give me a call, the beers are on me

  • Hello fellow developers.

    I know this question has been asked quite a few times but I was wondering whether the team at Ludei has made any progress with the permission system incorporated in their compiler. As you know, the current system works in a way that once you compile your Android app and publish it on Google Play Store, the app will ask for more than 5 permissions by default. This turns MANY potential customers away and presents a significant obstacle to proper distribution of software.

    I was wondering whether there will ever be a solution to this problem, since many of my future app development plans in Construct 2 depend on it.

    Thank you.

  • Hey everyone.

    I've noticed that whenever I add new, non-default fonts to construct 2 and use them in my games the bottom part of the fonts is missing. It's nothing much, let's say 1 or 2pixels, but still, if you look close enough you can really notice it.

    here is an example

    http://imgur.com/QjkXz9n

    ideas?

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  • Hello,

    I think this tutorial is really what you are looking for.

    Hope I helped.

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

  • There you go.. I updated the .capx to also do the conversion to days, hours, minutes and seconds for you

    https://dl.dropboxusercontent.com/u/2560922/mobiledev/forum/saveTimestamp.capx

    As you can see there is no need to store anything else then the unix timestamp.

    OMG. Now I get it!

    I don't know what else I can say besides thank you. Perhaps offer you a bitcoin donation for all your help?