mystazsea's Forum Posts

  • I would make a new Event that turns off the Drag and Drop when the mouse touched the Walls ...you could even use an invisible helper sprite set to Mouse.x, Mouse.y position every tick....

    The Helper Sprite "Buffers" the effect .and could even be dynamically scaled depending on where your mouse was on the screen, by using areas which affect scale..etc...you know..a dynamic real time..scaling of effect...IN the Military its called Scalar technology...if it works on a small level you just scale it up!!

    What I mean is apply the Drag and drop disabling event to the invisible Sprite Helper..

    so that it turns off well before the marble gets beyond the Walls..

    So the Helper not the marble or the mouse triggers the Drag and drop disabling event..

    Does that make sense?

    Helpers are good for everything...

    This is what I mean

    http://s12.postimage.org/nx8zktxe5/This_is_what_I_mean.jpg

  • You could always do a Test!!.....in your existing layout make a new Object and/or event that makes the Object visible on overlap and then when you drag the object to it you will see whether or not it has moved...

    pretty simple test and you can use that kind of testing for any function

  • Don't you just hate it when your shoe gets caught on the rubber grip of the stairs and you fall down and break your ankle at McDonalds in front of a hundred people...um yeah I did once so maybe that's why I knew what had happened to you..lol Lucky I wasn't carrying any food...that would have been TRAGIC!!

    Let me know if that worked...I hope so...Your game looks great Saraquel...

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  • You are most welcome....Cant wait to see what you make...Hope you get it happening...Experimentation is the key to finding a good game mechanic...You often find good ones by accident...Like the Tribes 2 Slider boots....in the first game it was a bug..but players loved it so much they made it a proper feature..I guess a bug can be a good thing depending on how you see it...

    I always find the best luck comes at 3 in the morning while you are pouring over the manuals....or other research...lol

  • mmm I am pretty certain someone is working on getting a Template happening for this...I found it a few months back..

    I would try something new and use a single sprite for the road and have different animations that you call when your car reaches a certain point on the map view...but other than that I don't really know how begin coding that in Construct 2...Someone does..not me...I would experiment with new methods though...You may learn something that develops a whole new genre of gameplay all by glorious accident..I would try synching an animation to the speed and position of your car on a map...for each corner have a different animation....and just call them and see the speed..etc...I dont know ..or a series of overlapping similar colored(grey) road tiles set in faux perspective..that you move sideways in sync and in relation to each other and "PARALLAX" to get the effect you like...other sprites like signage and trees or other cars are zoomed and moved accordingly in relation to your cars animation views...of which you would need several to get a smooth look...other than that I have no idea...I know that they cheated...its an illusion of an illusionary 3D..its all in your head...:P

  • if fist collides with face go here for the action...

    http://www.scirra.com/tutorials/182/making-a-fancy-lifebar/page-

  • Of course its possible Eddie...

    What you described is very simple to implement in Construct 2..

    As long as you are prepared to do the work...anything is...It sounds like you have a good game mechanic going there...that si all you need to start..I would suggest that you work it out on paper first ...draw lots of pictures and plan it all out...

    you will probably change it all anyway once you get moving..

    Once you have a decent more or less full idea...Create some rough graphics and then try to get them into the editor..Make sure you are familiar with Construct 2 and the MANUAL and get cracking! sounds like a fun game..you just need to sort out what you want it to look like and how you want it to actually play..anything is possible in Construct 2 its up to how much effort you put in....I would stick with Construct 2 if it was me...IMHO this is the best platform for any kind of web sprite based game...so easy to use and a great community...

  • mmmmm Saraqael.. this appear to be an easy fix.....If you look closely at your slope collision box...It has a non-linear path on the slope side..what I mean is you have a teeny weeny bump in it composed of 3 points ..that is what you are getting stuck on there...make the sloped angle only two points at each end and that should fix that first issue..

    See here...

    http://s13.postimage.org/46idabxyv/Slope_issue.jpg

    It looks like you have used "Guess polygon shape"..which is always good for a start but you should always definitely check it out to see if its exactly what you need.."Guess polygon shape" is only at best a guess..as it implies.....The second issue is to do with the players world weights...try upping your gravity a titch on the Platformer sprite or adding a small Gravity addition when a player is standing on a moving platform..this should ease the slipping issue..but I would have to say that it was a very teeny slight issue on my pc ...barely noticeable..I had to look very closely to see it.....maybe its your browser or pc?..I was using Chrome and it plays beautiful...nice work...looks like a cool game..you have good neat flow and design...looks great

  • mmmm There would be many ways to do this..

    Taking into consideration that you are using Physics and would have less physical control than any other way...

    I cant see any single solution would be adequate..However, I would experiment with several and find which ones works best for your game...or combination of the best..

    Some options I would experiment with include

    1:- an Invisible helper sprite that assisted in controlling the ball...You could make it any shape you like (concave shape??) and set its angle to the angle/direction of motion of the player.. To always "scoop" the ball to a point of course..because there would always be moments when you "lose the Ball"..this could even be something as simple as two bars of intersected guides that saddle either side of the ball...

    Like this

    http://s18.postimage.org/pq1ihbkwp/Sample_controll.jpg

    2:-You could always try to call a set position event first for the ball...or move at angle to position near your players foot and update it as necessary every tick if need be...The screen update would be so fast that it should appear instantaneous...if you need to vary the amount of "Stick" use a variable that is linked to a floating integer of the players speed of motion, angle, whether he is being tackled etc...as this variable increases or decreases you would have more or less control over where the ball is...up until the point that you have no control or FULL control...

    3:- use some sort other system that is NOT these...lol.. cant think of any more right now..I would use a mix of the two...Physical objects that "Help" and a system of floating variables that help "fix" it to the player via the width of the helper sprites.. based on certain game relevant factors..

    eg: Player speed decreases control of ball

    & Player skill level increases control of ball

    & Player is tackled by opposing side and match is in Great Britain..= Riot and Hooligan increase by 64%..

    <img src="smileys/smiley2.gif" border="0" align="middle">

  • Dear friend....what the learned Herald of Time and other fine gentlemen ...mean to say is that you should add a new event in the Event sheet click System Compare two values...it will look something like this... when you find it....

    He means this...?

    We could make you a capX but then you wouldn't learn where the button was..and for your next game it is a fair to reasonable presumption, at this stage that you would ask a similar question again..

    If you are new to Construct 2 as you mentioned...The Newly finished MANUAL is a really good idea to "start" your epic adventures into becoming a star performer...Do some serious reading..Grab a few bikkies and a cup of tea coffee or yak milk and grace your eyes and brain with as many of the exquisitely crafted pages of the manual as you can muster in a single setting..The more you put in the more you will get out..

    Do as much as you can to get familiar with the BASICS of Programming...you have to experiment...we all get it wrong..but try to do much of your own research before posting lest you appear trollish.:)...and look for other posts first if you can...you answer may already be out there...

    In response to this thread and others, I am currently working on a Plugin BASIC-COMPLEX A.I.Sub-Routine for Construct 2 that will work for any Plat-former and eventually for any game time...I am doing plat-formers first because there is a lot of complex stuff that isn't needed in other types of games for enemy AI...

    Complex AI takes time..so be patient and you soon will have a free Template for any platformer Enemy AI.. a Fully customizable template that will include node based path selection, patrolling, Targeting & weapons firing, Melee functions,evasion, Idle states etc..but yeah if you really are serious about being a game dev..better get reading...you will need at the very minimum 3 weeks of solid reading and experience to get a decent game going...its not too much...There is no "make game" button...a solid game AI can be hundreds of lines of instructions that all have to work seamlessly together and for any environment..making a Universal AI is not easy unless you want the A.I.to only do simple tasks like..just sitting there and saying "make me an AI"   <img src="smileys/smiley3.gif" border="0" align="middle"> <img src="smileys/smiley42.gif" border="0" align="middle">

    The plugin or simple Capx Template currently in the making will be fully commented so you can understand the ins and out of the system, and why everything is the way it is...

    Be patient and read up in the mean time..its good for the mind...

    My Plugin wont be ready for a week or so depending on testing...

    In the mean time I recommend checking out farsmile90's "Chaos Game Example"

    It has loads of cool features in there....if you can spend the time figuring it out...well worth the look at how Farsmile90 went about a simple AI

    Unfortunately The Event Sheet is not commented at all so..

    You may find it harder to follow but it does use the native/standard Construct 2 Event Sheet Scripting language...so it isn't too hard to figure out...and you learn at the same time....Great stuff...Kudos to "farsmile90"

    Looking forward to seeing your first game...best of luck..

    love and other fluffles

    <img src="smileys/smiley2.gif" border="0" align="middle">

  • Yes appears to be fixed completely...Testing thoroughly, and will get back to you...Thankyou so much Ashley..!...R108 seems to have fixed this...

  • mmm can other people check this ....Just create a folder or two or three in the project tree then try to move them around or place them in other folders....if you get the same issue with construct 2 crashing...please add your comments here and Bump!!

  • Seems to be a Permanent Bug in any new Project or old one...

    When using Release 107(32bit Checked)on Windows XP

    Computer is fine..is my permanent Super Workstation PC

    with a standard license

    Dragging/Moving Folders in project tree causes Persistent Crashes in the Construct 2 Editor..

    Has nothing to do with game run state only the Editor...

    Upon creating a Folder in the Project tree all is fine

    Moving the folder or any other folder around..by dragging and dropping I get a permanent Editor crash.

    ..have checked it again and again...same thing over and over

    Every time you move a folder by dragging or dropping...Construct 2 crashes...

    Doesnt happen when you create a folder..only when you move it

    otherwise ..no other issues noted...

  • You mean of course that you want this made for you?

    Um......Cough'Heil Hitler'Cough

    Maybe it can be done easy..

    From what you said it sounds as if you want to use non voice files...like just random gibberish sounds for SFX when the Character talks based on what Text is in their text box yah?

    It sounds like you already have it all planned out...Why not built it yourself and Upload it free for the rest of us? Then we would think you are a HERO!!!!!

    I mean I'd be happy to help out if I wasnt so busy myself..

    But can offer some help if you send more info..or at least a Structure outline of the software app you wish to create....

    It can be done...If you can shoot some primitive assets(like SFX and more description) to me we could get on to it.as long as you are prepared to share the final capx with everyone id be in on it....was needing one for my game anyway...

    More information please...

    For starters to make it we would need to fabricate some sort of Text parser....Get a Loop to check over the input text and play sounds based on each letter found but it has to be timed with proper Inflection etc...

    I mean I know they exist ..used many professional ones..(DragonSpeech is one of the best I know ) but to get it sounding anywhere near realistic you need years of work...Gibberish version not so hard....

  • Yeah KSLR this game is savage awesome....Brilliant in every way the music is perfect..plays smooth and rocks hard....

    Any chance you can make bigger levels A story and BOSSES!!!!? Would be happy to help you in anything you need for this little gem

    Well done ...love the 1.1 version..but it does shrink the screen size some....Might want to look at that...seems to jam the whole screen into half the space the 1.0 version does...for me anyway on a 1920 x 1080 p screen using Firefox

    Same on Chrome...It all seems to be squished to the top of screen and half the size of 1.0 was that intentional?

    but yeah still Brilliant