LittleStain's Forum Posts

  • The problem is in the order of the events.

    If you add the distance from sprite(x,y) right after setting the distance to 0 on left-mouse-click you get the expected results.

  • Keep in mind that most of the 'is it possible in Construct' questions are less 'is it possible' and more 'are you capable of doing it'.

    Agree with Excal,

    You are talking about a goodly amount of text. I assume you mean using a lot of text in your game. This shouldn't be any problem.

    If your sprites or spritefont look good in Photoshop but bad in a C2 game it could have a number of reasons.

    • Scaling within C2 (If an object is bigger onscreen than the original sprite it will have to be scaled up and this will change it's crisp appearance)
    • Objects not being at precise coordinates ( if your object is at x(100.3) and y(75.6) instead of 100 and 75 the program has to calculate it's appearance, while moving this shouldn't be a problem, but static objects sometimes lose their crisp appearance.

    Sometimes changing the pixel-rounding and/or sampling settings in the project properties is enough to help with this, but it can also create unwanted effects.

    Also the type of scaling in project properties offers possibilities to keep your game looking crisp.

  • I don't know how you've set up your slopes.

    If they are square objects you could probably calculate it with some math.

    on collision spawn a sprite at ball origin

    move at angle :angle(ball.x,ball.y,slope.x,slope.y)

    distance : distance(ball.x,ball.y,slope.x,slope.y)-ball.radius

    Could be I'm completely mistaken (happens a lot).

  • For a hidden object game, making one level basically means making the whole game, because there isn't much difference between one level and the next.

    Wouldn't you rather learn for yourself how to do it?

    You seem to have a pretty clear image of the things you need.

    For the hint system you could use a sprite that is spawned by one of the sprites left to be found (at random?)and destroyed after.

    effects and animations you should make yourself. All the motions the objects should make can be made through events in Construct2.

    If you give the objects that need to be found a variable with it's name you can than put those variables in a text to show which objects are still to be found.

    The forum here is full of examples on how to use variables, textboxes and I think even inventory sytems. Take a look around.

    Good luck programming!

  • Here's the link to my capx

    I created a family in it just to try out if it would affect anything, but like I suspected it changes nothing.

  • Destroying should have no impact on the second event. Your problem probably lies somewhere else in your code.

    The family also shouldn't affect it unless your other actions are affecting the whole family instead of just the created object.

    I suspect you mean clones of sprite 3 instead of copies?

  • Do you have a capx? from the description you give I can't get enough information.

    It's possible to have many enemies on the screen at the same time, but if you want them to behave differently you have to set it up in your events.

  • This event works only on the one created:

    <img src="https://dl.dropboxusercontent.com/u/48563442/Create-adjust.png" border="0" />

  • Instead of trying to make the game you want immediately, first try to learn the basics of programming with Construct 2.

    If your goal is to play beethoven on the piano you first start learning easier tunes, right?

  • It seems to me you took my example and removed what you thought you didn't need.

    Unfortunately you also took away a lot of things you do need if you want it to work like you said above.

    The things you ask for now are relatively easy if you know how to make a program with Construct2.

    Add another condition to the event adding the framenumber.

    System compare to values - Total wanted - is equal or less than - total + framenumber

    this way the event will not trigger when the count will be more than total wanted.

    instead of restarting the layout when wanted total is reached just destroy the selected numbers and set total to 0 and wanted total to random.

    To see which numbers were selected make a boolean variable on the sprite and trigger this to true if clicked on.

  • In the last event on eventsheet 1 you are resetting all global variables to default. Take that away and the variable will transfer to battle-layout.

    Why is global variable 3 set to text instead of number?

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  • Could you give an example of a sandbox game?

    If it's a 2D game it should be possible.

    The answer to how is pretty simple:

    • Learn to understand how C2 works.
    • Create your game.

    This forum is full of answers and examples which may not be 100% like what you are trying to do, but when you know the basics a lot can be derived from them and sometimes you only have to change a small amount of code to get to that 100%

  • -Does the animation end on the moment you want the sprite spawned?

    -Are you still destroying the sprite through an action AFTER setting all it's values over to the spawned sprite?

  • You could start this way, by just using the bullet behaviour:

    system compare two values - distance(planet.x,planet.y,void.x,void.y) is less than 500

    Planet - set bullet angle - angle(planet.x,planet.y,void.x,void.y)

    Planet - set bullet speed - 200

    Planet - set bullet acceleration - 50

    From this event you can then build.