RandomOutput's Forum Posts

  • In this video youtu[dot]be/3vHOpBHONPA, its clear that using a tiled background with black ( this is better than having a huge black sprite ) can then be masked using a circle sprite that has its size animated over time. Once the transition is done you can destroy both objects to save on memory.

  • Brilliant little game, just as a suggestion would be even better if you added an option for showing the controls, I found in the harder sections me miss hitting as I had no reference for where my fingers should be. Other than that its a fun little creation, all the best with it!

  • You might want to try pinning the Camera sprite to your player as the 'every tick' function can take up valued memory resources, especially if your going to be putting your game on a mobile device.

  • The style of your game will greatly influence the solution ( top down, side scroller, isometric and so on ) Is there any chance of a description or screen shot to make it a little clearer?

  • You could use browser commands such as when the back or home button is pressed use the save game function. However I would recommend using checkpoints instead. If the user is unaware of your auto save, some users exit after dying or messing up so they can come back later. As I'm not sure what your game is, there is the potential for it to save when they don't want it too ( I used quick save in tomb raider once as my jeep was hurtling off the edge of a cliff, and had to start the game again, I was not happy haha )

  • I've never had this problem with the scroll to function, are you sure its not because you have your layout smaller than your screen size? Or maybe you have your layout bigger than your level? The scroll to function goes off the Layout width and height, and I have just tested it and it stops as soon as it hits the layout edge. Any screenshots that might help?

  • Maybe you can use the Apply force at angle action to always be pushing him along and get it to read the objects orientation ( is within angle or is between angle ) to either increase or decrease that force?

  • DuckfaceNinja, Ha I was right, forgot C2 runs actions from the top down so having the trigger once action at the top stops it from running, putting it at the bottom works. Thank you very much, your a life saver!

  • DuckfaceNinja , Thanks so much for the reply, this action stops any of them running however. The actions run without it so I know construct recognizes that the conditions are met, so I don't understand why when I add the Trigger once command it stops any of the actions from running. I feel I'm making a noobish mistake that's staring me in the face.

  • Hi All, just a quick problem with actions looping, I have a black fade appear when the player completes the level, but I only want it to appear when I wish ( namely when a certain sprite has gone that the player created ) The problem is because this is always true it keeps running the action. Any ideas how I can work around this? Thank you in advance.

  • Held You can make a condition that checks what animation/frame the object is on, so for example: On collision with "Enemy1", if playing animation "Circle" Destroy "Enemy1". That way your game will know what to do if it is playing a different animation.

    But there is nothing wrong with using different sprites either, its just a little harder to manage and means you have more code. You could also use Arrays for this but if your new to construct 2 I wouldn't get into them just yet ^_^!

    In connection with your collision mesh, if you double click a sprite there is an icon at the bottom of the Left hand side panel in the edit image box that is called set collision polygons, you can set this to be different for each animation or frame ( you can al,so right click to apply the same collision mesh to the entire animation or even ALL animations )

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  • Hi Held, it seems to me that your setup is a little more complicated than it needs to be ( if I'm understanding right ). Firstly I would make a family in your project. That way if you apply and behaviours to the family anything placed inside ( i.e your characters ) will all receive that same behaviour. Secondly, is there any reason you are using separate sprites for your characters in the first place? These could just be different animations ( each can have its own unique collision box ) that the game can just switch between? Not sure if any of this helps at all as I am not 100% clear on your direction

    As a side note I see you are using an 'everytick' function to scroll the view. 'everytick' can be a bit of a memory hog, and in this case is redundant as there is a 'scroll too' behaviour that can be added to your player character.

  • Good to hear its all working, as a quick tip, ( not sure if your already doing this ) I would block out your entire game, using simple shapes that change colour to denote change in animation. It helps you get all your code working first and that way if you add animation later in the dev cycle and it stops working its a good chance its that and not your code again sorry if your already doing this don't want to sound patronizing lol.

  • Glad you got it sorted, hope your project goes well and to see your game soon SteveKane

  • Try this ( on a tiled background sprite ) for getting your background to loop after scrolling? Its what I used for my infinite scrolling game and it works pretty well.