lionz's Forum Posts

  • It's because the player not overlapping ground overrides everything, it'll never check if the player is overlapping ground. You need to separate them out.

    If player is not overlapping ground > do this.

    If player is overlapping ground

    ground is not on layer 3 > do this.

  • It sounds like he's talking about the container datatype from common code and trying to find it in C2, I guess it's a Family? A fridge family contains many foods! : D Just depends what he wants to do with it, an array might serve the purpose.

  • That event is checking whether the player is NOT overlapping the ground isn't it? So it's only true if the player is not overlapping the ground. You want it to trigger when the player is overlapping?

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  • I've done this before using containers, every tick > if bodypart1(health=0) and bodypart2(health=0) > destroy container(worm)

  • I think you're using families wrong here, unless you're planning to have more creature types in future? You can set up the worm as a 'container', this then means that when one part is destroyed, they will all be destroyed. They're useful for this. Families are for affecting a family of objects at once i.e. a number of different kinds of worms rather than parts of a single object. If they're a container then this logic might work because if you pick a part of the worm to check against then it will pick every other part of the worm as well.

  • Sounds like you need to set up a 'Family instance variable' for life and check against it. Then you check if Family.life=0 > do this.

  • What are you looking to use it for?

  • yeah there's a save as .capx option when you save, usually people share from google drive or dropbox and then they can take a look. At least if it didn't work at all on the test account you know why Apple found a problem with it. Next step is to let someone take a look and see if there is a problem from C2 side.

  • the IAP doesn't work at all? Probably something to do with that itunes link up, I don't know much about that. Next step might be to post a .capx and let someone take a look.

  • I would probably do this by way of animation. Create each frame with how much you want the image filled and then play it as some kind of filling animation.

  • Make pieces that fit together like a puzzle. Or is the overlapping some kind of art style?

  • Construct 2 is pretty powerful, you could do all of this stuff easily. You just need to decide what method you want to use. A level select is easy, you would just click the level name and it would load that layout or if there is more than one level on a layout you could load the layout at a particular state. If each level contains several rooms which are each 480x320 then you could just 'create' each room. So for level 1, you would group events in the event sheet, room 1 > load these items (create bed at x,y, create desk at x,y) then for room 2 you could have a fade out transition, destroy everything in room 1 and cut to a room 2 group where you load the room 2 items. This could all be done in one layout. This method only really makes sense if you're progressing forward through the rooms though and never have to return.

    The thing to watch out for is probably framerate. C2 unload graphics when you go between each layout which is great, but if you have too much loaded on one layout it might cause issues. Since your game sounds simple it might be fine though to have a level(or several rooms) per layout.

  • It depends if level 2 is exactly the same room but with things added and subtracted. If that's the case then you keep reloading the same layout that has all the stuff available off screen but moves this into place bychanging global variables to enable/disable certain things in the room. So if something has happened between level 1 and level 2, for example the blood on the floor, I would do this by reloading the layout but enabling some variable i.e. bloodFloor = enabled then it shows the blood this time round.

    If the rooms are going to be entirely different you can just make a room per layout but this would mean you end up with a ton of layouts. Yes you will need a new event sheet with each layout.

    If it was just small rooms you could also have everything available for one 'level' across the layout. By enabling variables to say what room you are currently in you can position objects to make a room as the player loads in. The room would always be in the same place though, with things added or subtracted.

    A possible fourth way might be to have all the rooms premade and created across the layout and then target them with a camera view but if the game plays in a way that it's not predetermined and there are many outcomes between level 1 to level 2 to level 3 etc then I would go for a global variable approach.

    Each of these methods has different pros and cons it depends which one would fit the flow of the game you're trying to design.

  • Do you mean like an inventory system?

  • You have to be careful using 'layout' because it means something else in Construct 2 lol so it makes this really confusing to read.

    It all depends on if this is randomly generated? You can easily have one room per layout(construct 2 layout) and then when exiting go to the same room each time.

    Each level can be a layout(construct 2 layout) or you can have each room as a layout(construct 2 layout). Just depends on how exactly the game works.

    The part where it gets confusing is probably this 'different versions of these rooms will exist in each level'. This needs explaining more.

    You could have the player pick up items on key pressed, when they pick up the item you change the sprite image to them holding it. If you want to throw something, the bullet behaviour works well for projectiles moving across the screen.