lukezero's Forum Posts

  • You could open the c3 examples and just manually replicate it in c2 events since it will be similar. Or at the very least it would give you ideas.

    Roughly it seems to mostly be a matter of creating a bunch of physics objects with a force toward the player or some variation of that.

    I tried to replicate some C3 examples, dude, but C3 have some news features.

    For example, the C2's Timer behavior is incomplete compared to C3 version. :(

  • Hi guys!

    I'm trying do make a Vampire Survivors-like game in C2, but I'm not able to do it, because the examples I found here are all from C3.

    Does anyone have a C2 basic example of spawning a horde of enemies against a character?

    I thank you in advance for everyone's attention and collaboration.

  • Put Scroll To behaviour on an invisible sprite, this will act like a camera. Then have the sprite slowly move to the right with events such as set sprite x to self.x+value or something similar.

    I did it!

    With System every tick > Scroll to scrollx+1, scrolly

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  • Put Scroll To behaviour on an invisible sprite, this will act like a camera. Then have the sprite slowly move to the right with events such as set sprite x to self.x+value or something similar.

    Thanks! :D

    Isn't there a way to do this without using an object/sprite?

  • Hi guys!

    I'm trying to implement a Altered Beast scrolling in a personal game project.

    I already tried do it with "System > Scroll to" + Lerp, but without success so far. :(

    PS.: I'm not trying do make a Forever Run/Endless Runner mobile game, so this isn't the way/solution.

    Thanks!

    Tagged:

  • Nobody knows? :(

  • Hi guys!

    Does anyone know how to eliminate these lines that appear whenever we try to implement a Parallax Effect with TiledBackground on the same layer?

    This happens in both C2 and C3. :(

  • Set the condition to "Trigger Once" or use "On Start of Layout" for example. If you having given condition that remain unchanged it is more likely the action will continue to execute creating object.

    For example the condition comparing player position:

    "is player.X < 200?"---> "create enemy at x = 100, y = 300"

    See the statement will keep creating enemy as long as player x position less than 200. In order to make the action executes once, a "Trigger Once" should be added under same condition. Try to experiment by putting "Trigger Once" before or after comparing player position because the result will be different.

    Thanks, dude! :D

  • You can only set timescale for the whole game, or individual objects. You can also use families, so something like this will work:

    SpritesFamily on layer "game" - set object timescale

    TilemapsFamily on layer "game"... etc.

    In the Event Sheet there is no TimeScale option for families.

    Where do I find it?

  • Hi guys!

    In terms of programming, how can an object be created only once in a given condition?

    As I'm not a programmer, whenever I put a "create object" condition, the Construct keeps creating an object infinitely and filling the device's memory.

  • Hi guys!

    Is it possible to put a TimeScale to just one game layer?

    If yes, how?

    Thank you for your attention and helpfulness!

    Tagged:

  • You could instead of making it completely random, have it pick from a bunch of predefined sequences at random. As an example you have these sequences:

    • obstacle, enemy, item, enemy
    • enemy, item, enemy, item
    • obstacle, item, obstacle, enemy
    • (as many as you want)

    And you pick one of those at random and generate it in that order. And once the sequence is done generating, you pick another one at random.

    Thanks for the tip. :)

    Does anyone have an example of this or similar?

  • Hi, guys!

    In my platform Endless Runner game, I'm randomly generating obstacles, enemies and items using RANDOM(X).

    Basically I only have three classes of objects: OBSTACLE (which must be jumped), ENEMY (which cannot be touched) and ITEM (which must be collected).

    However, I would like to implement a smarter object generation system, to interleave the items well and not generate a stupid sequence of items.

    Suggestions? :)

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