rekjl's Forum Posts

  • If the object doesn't have any animations to it, than it can be achieved using sprite frames. In the sprite animation frames, create as many of the images that you want. Remember their animation frame number for each of those images. You can use them as the value in your array. For example, if sword is at frame 5, than when both the arrays value are at 5, you can create the object and set the frame to 5.

  • What I am trying to get is somewhat like a quiz. Sprite 1 is set to random frame, with each frame posing a puzzle. I set the answer by setting spriteanswer to frame: sprite1.animationframe, since I've set the answers to be accordingly. The problem is, for the other wrong option of this quiz, how do I get it to display a random frame while making sure it is not the correct frame.

    I tried a sub event where if the wronganswer sprite = sprite.answer, to choose another frame, but it than always changes frame even if it is not the one selected.

    Not sure why it doesn't works, or perhaps there is a more efficient way to get this done?

  • You create 1 character for player 1 that responds to the wasb controls only, and a second character for player 3 that responds to the arrow keys. This way, they can use the keyboard and play together at the same time.

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  • Multilevels are basically just different layouts, controlled by event sheet and organized in the way you want the game to flow. For example, when all the conditions for completing level1 is finished, you can use the action to go to the second level and so on.

  • Great to see it updated! Can't wait to test it out!

  • allavett, haha thanks, It is much appreciated! It is always good to learn new ways to implement ideas, so thank you for showing me something I didn't know! Hehe exp +5

  • codah, thanks so much! Yup, actually all the other mechanics of the game has been already finished. It was just that when I did more testing I found this section to contain bugs. Again, thanks codah, much appreciated!

  • Thanks mindfaQ and jobel! That was what I tried initially as well, mindfaQ, but it doesn't seem to want to choose based on the instance variables. So it really surprised me that booleans work perfectly jobel. Although now I have another issue, once I set it to true, I can't get it to turn false again. I ran a manual debugger and indeed, all booleans that have become true, stay true even though I set it to return to false. Not sure what I am doing wrong here. The capx is below if you don't mind taking a look.

    Another issue I am having, I set it to pick the nearest sprite from spriteb's position + random(-2,+2). I set it like this simply to get a more random and zig zag movement. It seems to work for the most part, except that now when spriteb moves, it looks like it does a little curve movement, which is weird since I only used it to detect and not for the movement.

    Hopefully someone could take a look and point out where I am going wrong.

  • I am having problems with how to pick a random object on a grid, while avoiding certain objects.

    Imagine a ball in a small grid. The ball moves from one position on the grid to another that is directly above, below, left or right. It can't move horizontally and it can't go out of the grid. I used pick nearest and it works well. Except I don't want it to move to a position in the grid where it had initially came from. For example, I don't want it to move from position A, to B, than to A again. It can go from A to B, to C, than to A again, but should not return to the last position.

    For my example, we can use the UIDs, since all objects on the grid for the ball to move to is always constant and never gets destroyed. The problem is I really have no clue how to set it to pick nearest while making sure to avoid certain objects.

  • What I am trying to do is this:

    There is a 5 x 5 grid with dots in the middle. A sprite will be randomly spawned and than randomly move to a neighboring dot. It can only move right, left, up, down. It cannot go outside the grid area and it cannot go to a dot from which it previously came from.

    I am now using collision detection and checking conditions to control the movements, but I am getting weird and inconsistent results, which is why I am having trouble pinpointing what is wrong. I've included the capx below.

    Or perhaps there is a more efficient and simple way to achieve the results?

    Would appreciate any help. Thanks guys!

  • Sparks it is than!! Thank you so much korbaach!

  • Hi guys,

    I really like the particle effects I have created, but they seem a bit heavy on mobile games. So I was wondering if there was a way that I could copy or "record" the particle effects of C2 and have converted into an animation sheet or a bunch of sprites. That way I can compare the two and also see how much of a difference it has on my game.

    Would appreciate any help and advice on this.

  • It looks like for my case, putting a loading screen at the beginning of the layout does the trick, instead of between layers. I can confirm the spike in processing comes right at the start of each layout. Time to start manually redoing all the event sheets.

  • So it is true for mobile games in C2, we will need to manually add in our own loading screen since the loader layout only works for nodekit?

    For my case, I notice that jumping to another layout is ok, the issue is that when I start a new layout, it runs slowly for a few seconds. This is pretty much confirmed by the debugger with shows a spike in processing at the start of each new level....Although it indeed could also be because the compiler has yet to finish initializing like you mentioned. I will give it a few test and report back here.

  • Hi guys....and gals. My game is nearing completion and there is one thing I am very curious about.

    When we export our games for mobile (I am using crosswalk), I notice that there is never a need for loading screens except for when the game starts. After that it is like straight from one level to the next without any loading. But if you play any other mobile games out there, there will always be a loading page. So I was really curious as to why is that?

    Could it be that at the start of each level, the game always starts off slowly, so developers purposely built a manual loading screen there while the game gets to normal speeds? Really curious about this. Hopefully someone can shed some light on this.