Mr Wolf's Forum Posts

  • It would be useful in making a block in the style of mario that would move up once hit and make an item fall out. Exactly like Madsters Avatar does. If I wanted to make a one of those blocks, I would make a sprite that had an animation that moves its hotspot up once hit, but I don't want to move the collision masks hotspot along with the sprite because that would cause some freaky collision glitch between mario and block if they overlap. It's useful because its convenient and because I don't want to have to make a whole other sprite just for collisions.

    I think you could do that with animation frames. I'll try to draw an illustration below:

    |_| 32x32 box with hotspot at 16,16

    |_| 32x32 box on top with 32x32 (overall image=32x64) empty space below it and hotspot at 16,48

    |_|

    That should work. You can do all the animations in the middle (you'd want like 1 or 2), but you just have to remember that the hotspot must remain the same distance from the BOTTOM of the sprite.

  • In a menu for my game I have where you press Enter to select which menu you want to go into. It shows the proper layers and enables the proper event sheet. The problem is, as soon as the even sheet is enabled, Construct sees an Enter Key is Pressed event in the newly enabled event sheet and runs that event because it is all working in the same tick. What is the best way to prevent this?

  • I'm making an Adventure/RPG/Platformer.

  • No offense, but how is this a Construct tutorial? Sorry if I'm mistaking the purpose of this.

  • What happens when you use a different image for each animation? Also, I, personally, might name one image "Tile v1" or "Tile v2" whereas in Construct I'd just choose the name "Tile." This feature would be annoying IMO.

  • I would say this community is very active for how many people are in it. Also, it isn't the QUANTITY of the community but the QUALITY. The quality of the Construct community is impressive from what I've seen. Very friendly people.

    Besides the technical specifications of Construct being better than Game Maker (some of which have already been mentioned), you will always OWN your games with Construct. With Gamer Maker, you have to buy a new version if you want those new features. If you don't buy the new version but still want SOME (only some because you don't get everything if you don't pay) of the new features, then you get a big banner that said you used Game Maker. For me, that was a big deal. It didn't feel like I'd actually own my game.

    So Construct is faster, stronger, and is getting improved all the time while still being free as in freedom AND price. GameMaker is old (older DirectX and lack of features), slower (VERY slow), and makes you pay again and again if you want anything improved. Sure, Construct doesn't have as many finished games to show off, but there will be, oh yes, there will be!

  • I had something like that happen before. I'd use:

    + On key X pressed
    ++ "Foo" is equal to 1 
        -> Set "Foo" to 2
    
    ++Else
        -> Set "Foo" to 1
    [/code:23wuk6gp]
    (++ means subevent.)
    Here's how it works: When X is pressed, it checks the first subevent. If the first subevet it true, it will trigger the actions in the subevent. It will see the "Else" in the next event and will not even do anything else with that subevent. If the first subevent is NOT true, it will see the "Else" and will check if the second subevent is true. The second subevent needs no other conditions because it has two IMPLIED conditions: "On X key is pressed" and "'Foo' is NOT 1" ("Foo" can only equal 1 or 2 so this is the same as "'Foo' is 2"). This will work together as a toggle between the two values of "Foo" when X is pressed.
  • You could always put black bars on the widescreen submissions since there will be fewer of them. Movies have always used this method. It doesn't even look bad.

  • Just started working with Construct less than 24 hours ago but here's what I've been awake doing for like 14 hours now:

    Subscribe to Construct videos now

    The text at the top is messed up and I really have no idea why :/ if anybody is willing to help me out I would appreciate it. I dont want to make a post in the help forum since its probably a really stupid mistake, and been answered before. My powers of search fail though, lol.

    No one can help you if we don't know how you are trying to do it. Feel free to make a post in the help forum but you have to include some information about what you are actually doing along with some events or something. If you don't mind sharing a .cap, it would help someone help you for sure.

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  • what could be better

    LAN. They should have REAL LAN. But nooooo, they have to take Diablo 2 and Starcraft 2 and make you need to be connected to Battle.net to play LAN! I'll wait for the "fix" so I can play with one CD

  • > I'd like to see how you're going to create the inventory.

    >

    Hi. Since you expressed interest I'll go ahead and put that out as the next one. I had started working on it awhile ago and got bored. It isn't very exciting and can be complicate (for example originally I was going to show a drag and drop inventory system, but it was way too complex). I believe the ideal inventory system would use Lucid's S plugin, but I decided not to go that route for now because I don't understand it well enough myself.

    I have a basic example working that I'll post that shows how to add to the inventory, equip and unequip items. It should be enough for people to extend out to meet their needs. It will probably be a couple weeks so I can find to write it up.

    I came up with something for my own game in a list-type format which I guess I'll convert for each type of inventory I'll need (e.g. consumable items, equipable items). It looks like it will work well without being complex to work with (though it took HOURS to even come up with the method), but I really want to see how a more experienced Construct user would make one. I'm really looking forward to the tutorial.

  • networking (tbd).

    This. Is. Awesome.

  • I'd like to see how you're going to create the inventory.

  • You don't have to close Construct. Just save your file (if you want) and open it up again. Works for me.

  • > When you pick up an item is it always going to be in the same spot in the inventory? Like, if you pick up a crown later in the game, will it put it in that same spot or can that spot be used by something else? I'm trying to determine how dynamic you need your inventory to be.

    >

    Not very dynamic, it will appear in the same spot all the time. I will probably have a silhouette of the item in the inventory and just fill it in with the item when you get it.

    GREAT! That is MUCH easier.

    As for your code, it looks like it would set the crown global variable to 1, but then the global variable would only tell it to make your INVENTORY visible. The "Crown Equal to 1" event is using your Inventory Gradient.

    I'm not exactly sure how you want your Inventory to open, but here's something:

    Make a new layer and name it "Inventory." Create a new Global Value named "showInventory" or whatever will help your remember what it does. You should create an event saying that if "showInventory" = 1, set Layer "Inventory" Visible. Then use Else or If "showInventory" = 0 to have it set Layer "Inventory" to Invisible. That layer should hold your gradient background for your inventory menu and whatever items go in your inventory.

    Next, change your "Crown = 1" event to use the actual Crown Sprite instead of the Inventory. If you want your inventory to open when you pause the game, you can use Time Scale and stuff along with Enter Key is pressed (Mouse/Keyboard Object).

    --

    That isn't a complete tutorial or anything, but you can search around the forum more for the different parts of that (pausing, etc). I'm sure someone else will come along and help too, lol. I'm too tired.