mikehive's Forum Posts

  • Are you able to add a thing to your Unpause event that auto-fires or auto-cancels the charge if the player isn't pressing anything?

  • I can't open your capx as you're a version ahead of me, but from your post I gotta say it doesn't sound like an enormously efficient way of working. You don't need a layout for every single question. Why not just do everything on one layout, and randomly display all the questions one by one on the one layout? Much easier to arrange the questions into blocks and keep track of everything. Just make a few arrays (one for easy questions, one for medium questions, etc) and populate them with as many questions as you like.

  • Yes, you can store all that stuff in variables and save it that way. Eg you could have variables like:

    petAnimal = "dog"

    colourScheme ="green"

    petGender="f"

    ...etc, or assign numerical values to things if you prefer. Then when the game boots up you just have to pull all the info back out of the variables, set the sprite to be a green female dog, etc

  • That's a great piece of software, blackhornet ! I've used it many a time

  • +1 to this, I've seen that most people who don't run into major performance issues either use their own platforming behavior or are not making a 2D platformer

    Perhaps I'm jinxing myself, but I've never had a problem with it. I'm currently making a 1080p platformer and being real sloppy about graphics optimisation tbh, and it seems to lick along at 60fps like it ain't nothin'

  • It's probably the Scale Inner that did it. Try using a different fullscreen mode

  • Have you checked your collision polygons?

  • So add another condition so that it only does the comma parse if the number is bigger than 100

  • Here's your problem: you're deleting an array entry, but still picking from a pool of 3. Therefore, sometimes when you click it tries to pick data from a slot you dropped already. You can visualise it like this:

    SLOT 0: [1]

    SLOT 1: [2]

    SLOT 2: [3]

    Then you go to Layout 1 and delete the array entry. Now the array looks like this:

    SLOT 0: [2]

    SLOT 1: [3]

    SLOT 2: [--]

    Now when C2 randomly chooses slot 2, it returns a null and the button doesn't work when you click it.

  • My biggest problem is displaying pre-set animations and events, since the sprite would have to change depending on what pet you own. How can I do this?

    Yes, there's no getting away from having to animate all of the actions for all of the animals. If there are 10 animals, you'll need 10 idle animations, 10 eating animations, 10 playing animations, etc. The oooonly possible way around this would be with a bone animation system which I'll get onto in a minute. To save you some code work I'd suggest putting all of the pet sprites in an object Family with the same animation names. Then all you have to do is delete the 9 pets that the player is not using at level start and "set Family animation to 'Eating'" or whatever for when you need to change the animations. In other words always send animation events through the Family, not the individual pet sprites. That could save you a loooot of redundant coding.

    Should I worry about what size the sprites are? To add onto that, I wanted to give each pet 3 to 5 variations in coloring: is there a way in construct 2 to do this automatically, or should I have separate spritesheets for each variation?

    Make the sprites so that they display naturally at the maximum size you'll need them to onscreen - you can always shrink them if you need them smaller, but you can't really make sprites bigger than they're supposed to be without them looking a bit crap. This isn't a hard and fast rule - you can break it for some things - but it's a good general approach to have. Re: colours, C2 has various built-in WebGL shaders and effects that can be used to do tints and colour replacements on the fly - you could look into that and see if it helps you

    Another question involving sprites: is there some way in Construct 2 to assemble pre-designed assets (body, head and back accessories so far) and make a spritesheet out of it? I have a genetics system in mind where both parents give traits to their children, and while personalities and the like could be difficult to add, preparing the sprites and getting the assembling system ready would do wonders.

    Not... as such. Not the way you're asking. You could perhaps look into a bone/modular animation system, which would allow you to do jointed puppet animation and swap out the individual body parts on the fly, but I warn you this is technical and a big headache if you're starting out. If you really want to go that way, maybe look into getting a program called Spriter - I've heard that that will integrate with C2 well.

    Good luck!

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  • Not sure exactly how you coded the score counter, but one way you could do this would be to add another condition to the score counter event so that it only happens when the timescale is normal.

    eg. if timescale=1, add to score counter

    When you change the timescale to pause, the counter will stop counting

  • The game's Steam store page is live! You can now Wishlist or Follow it ahead of the Sept 26th release date

    Looks lovely mikehive. How long have you been working on this? Could you possible put a demo on scirra arcade?

    The game is too short to really provide a meaningful demo (it's only a short little thing you can finish in 15-20 minutes), but thank you for asking! I've been working on it since February this year

  • What have you used to move the character? Platform behaviour?

  • I like it! It was fun to be chased around by the little red guys. It's kind of weird that you have to stand still next to them for at least a second before they can actually hurt you though. Makes them a bit too easy to avoid??

  • Do the coins have the Persist behaviour? Try removing it if they do.