Nullus's Forum Posts

  • Hi Everyone, I'm trying to put together a simple "stay alive as long as possible" style game.

    I've made a set of enemies spawn outside the layout and move across the screen, the players goal is to avoid the enemies. My problem I have is I have no idea how to make the enemies go from spawning a random amount every second to after 20/30 seconds change this to spawning a random amount every 0.5 seconds.

    I'd then like to be able to keep speeding the spawn rates up every 20/30 seconds or so.

    Is something like this possible to do? Here's a screenshot of what i've put together, (probably completely wrong).

    http://i.imgur.com/vpVuOL2.png

    Any tips to make this happen would be great!

    A good way to do it would be to firstly have two global variables;

    interval

    respawnRate

    So, every "interval" seconds, you decrease "respawnRate", which stores your enemy spawn rate.

    <img src="http://s23.postimg.org/4hfk5k0sb/spawn.png" border="0" />

    Can you apply something like that to your situation?

  • Logical operators return 0 or 1, and this include the = operator (not "=="). So you could do it this way :

    First Value: Score % x = 0

    Comparison: =

    Second value: 1

    I didn't think of doing it that way. I do think it makes the intention look clearer.

    7Soul;

    It'd be a much welcome addition. Writing a simple expression should require minimal effort, but having to split the expression does seem a little clunky. It's fine when working with two values, but for longer expressions an "If" Special Condition plugin, where you could type in the entire expression on a single line, would make a lot of sense.

    I think what would make it distinct from "Compare two values" would be the ability to write full expressions, instead of continually nesting sub-events. For example;

    Score % x == 0 && Health == 0

    Because there's not an == operator as far as I'm aware, it's not possible to chain multiple "is equal to" operators. You'd have to nest sub-events.

    I'm not saying it's not possible to accomplish the same thing by using "Compare two values", and sub-events, but it's very convoluted for something that could be accomplished with a single event.

  • It sounds like you're changing the direction of every instance of bullet, rather than the instance that's just been fired. If your character is only going to fire left or right, a simple way of doing it would be having two bullets; one that fires when the player is facing left, and one that fires if the player is facing right, and have that be the instance that is spawned when your character fires.

    It sounds however, like what you want to be able to do is only affect the instance you've just created.

    Forgive the crude example, but something like;

    <img src="http://s13.postimg.org/tz8hqqid3/bulletdirection.png" border="0" />

    That is, if you're using mirrored to reverse your character. You still have to create your bullet instances. I left that part out.

    Hope that's of some use.

    Are you using the bullet behavior for your bullet object? I was under the impression that it fires off in the direction your facing. Unless you've created your own custom behavior?

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  • You can also make conditional expressions using operators. Refer to scirra.com/manual/78/expressions

    Yeah, I see that. It's nice to know Construct has the Ternary (conditional) operator, but it's not immediately obvious how you apply it.

    Using the manual's example, I would assume that:

    First Value: health

    Comparison: <

    Second Value: 0 | score < 0 ? "Game over!" : "Keep going!".

    Is how you would apply the conditional operator using the "Compare two values" plugin.

    This is the reason I got stumped to begin with. I don't see why you can't just write it in as a single expression, rather than have to break it up. The syntax would be identical.

  • Yes, that's exactly what I was looking for. I was expecting it to be something I could enter a single expression into, but I imagine the same thing can be achieved by chaining additional logical operators into the second value field.

    Got exactly what I needed now. Every time the player scores, I check if the score is exactly divisible by x. If it is, I add a life.

    I'm so used to writing code that it's taking me a little time to adjust to the way Construct 2 events work.

  • I'm relatively new to Construct 2, so forgive me if I'm just overlooking the obvious.

    Is it possible to write expressions in Construct 2? What I mean by that is, write a mathematical expression that returns a true or false value. I've looked around the tutorials on System Conditions, and also System Expressions, but couldn't find what I was looking for.

    What I want to be able to do is add a life every time the player gets x amount of points. I was hoping to find a plugin that would allow me to resolve it to an expression, much like you would with an "if" statement;

    if(Score % x == 0)

    { ... }

    I could do it by storing a counter variable that increases with score, and then once it reaches x, add to score and reset the counter, but it seems a bit convoluted, if I could do the same task without the need for an additional variable.

    I'm not sure if what I'm asking is possible. I haven't seen a plugin I can use to write expressions that can resolve to a true or false state. I'm just trying to ensure that I use Construct 2 as efficiently as possible.

  • the gui icons are all like that..

    If I recall correctly, I think they used to be coloured. They might just be old screenshots you're comparing to.

    also your general windows interface seems a very light grey.. i think it's adopting that colour from the system scheme which makes it seem more washed out.

    aaand, this might not be possible in free version, but try (in the 'ribbon' bar) going into View > Style > pick a theme.

    Save your work before you do that though -most of the few times i tried changing it, it crashed. although that might just be me cos I use a different windows shell

    Ah, that's all right then. As long as the GUI is meant to look like that. I tried changing themes before I posted this thread. It changes the layout, but didn't notice much, if any difference in the colour scheme.

    Just me being picky I think!

  • Apologies if this has been answered before, but I couldn't find an answer on the forums.

    I'm probably just being nitpicky, and I'm not even sure if it's an issue (it may be just because I'm running the free version), but my GUI looks like this;

    s2.postimg.org/9t5b6ziew/greygui.jpg

    Compared to all of the online tutorials I've looked at so far, my GUI icons look distinctively blacked-out in comparison.

    Is this normal?