retrodude's Forum Posts

  • That does not worth anything, I want concrete answers <img src="smileys/smiley7.gif" border="0" align="middle" />

    Regardless of size, usually when you press the scale-to option in construct2 then export the file, the game you created normally scales to fit on phone screens. You can test your games on the cocoonjs phone app on youR android or ios devices as well, and see if this is how you want it

  • I've got a row of 10 sprites, and I want them all to spawn at the top of the screen, wait a few seconds, move down into the next row, wait, go active, die, respawn back at square one and just keep repeating this sequence. Problem is I don't know how to make them all move without having 30 different sprites.

    Can't you set the enemies to a family then set them to bullet, then set there angle of motion to 270. You can then have an expression like:

    Event---> System: enemiesfamily.Y > What Ever Vertical Distance You Choose

    Action---> enemiesfamily destroy

    Event--->enemiesfamly on destroyed

    Action---> create object enemies at position (n,n)

          --->set angle of motion to 270

    repeat-->10 times

    n=the position you want them to respawn at

  • There is another way to do it without families but it seems like you found your answer

  • I am having trouble with this game I am making. I have 4 directional movement, and I want to shoot fireballs, but I don't know how to have them shoot out in front of the character. They just go to the right.

    Also, I used blend on the Fireball to hide the black outline, but now the fire looks weird.

    Here's a link:

    https://www.dropbox.com/s/sg9pi8ez8zbw78v/My%20game.capx

    PS. Press x to shoot fireball. Thats it. Nothing else. I just got started.

    Here you go mate:

    dropbox.com/s/gy2h8sc42sq6zis/fireballfix.capx

    If you need a short description on how it works, just tell me here

  • If your confused then just post here and I'll see if I can help you out. Is there something more specific you want to do outside the layout?

  • Event --->Sprite.X >/ viewportRight(0)

    ACtion--->then do |something"

    Event --->Sprite.X </ viewportLeft(0)

    ACtion--->then do |something"

    The "0" is layer and the viewport is pretty much your window view. When the sprite's x value is greater then viewportRight or in this case when sprite goes past the right border of your window then something will happen.

    Same goes for the left border of your window as well. If sprite's x value is lower then the viewportLeft, or its going towards the left so its showing negative values, then something will happen.

    viewportLeft is usually "0", while viewportRight is usually the window view on your browsers Width

    / means greater then or equal to

    </ means less then or equal to

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  • I didn't fix the time yet, but if you want I can help you with it once I go over your capx file unless you have already figured it out. If not, then post it here and I'll try to help you

  • I want to reset the "countdown time" and everything when the game switch back to "main" and play again but not successful. Please kindly help with the attached capx.

    game03_sample.capx

    Thank you very much!!!

    I decided to fix your capx file instead, check it out and tell me if this is what you wanted

    Link:

    dropbox.com/s/9yg86nzlzqvkew6/frogGame.capx

  • I want to reset the "countdown time" and everything when the game switch back to "main" and play again but not successful. Please kindly help with the attached capx.

    game03_sample.capx

    Thank you very much!!!

    Hey I was wondering if you knew about the "reset global variables command"? You could have an event such as "when game is over", then "reset global variables".

    If your confused about what I just wrote, then I can help you edit your capx file if you want

  • Hey Retro,

    I couldnt hear any sounds during the game at all, at times the spacing between the tiles is also visible.

    Overall though its a cool little runner game imo. Love the dash effect, the explosions are cool. Character control felt good. The main character could be a little more refined but for 2-3 weeks a good effort.

    I appreciate the kind feedback <img src="smileys/smiley1.gif" border="0" align="middle" /> , do you have any ideas to make it better? I know art readjustment is one thing,fixing the line problem for the sprites is another, and I'll be adding an options menu when I have time to allow people to assign there own controls, but I'm open to other things as well. Also I'll see if I can fix the sound issue, and were you playing it on chrome?

    If there really are major problems you had with the game, definitely post it here, I won't hate on you for it. I like to learn from any mistake I make as it guides me to avoid it in the future and constructive criticism really helps

  • Hello,

    I would like to ask if this is common and right or a bug:

    I'm checking a family overlapping an object:

    - Family Bullets is overlapping Player: Destroy bullet;

    and it's destroying all the bullets on the screen.

    But I supposed to check a family and destroy the object would give me the able to check any type of bullet and only destroy that I told him.

    So, going ahead with this mentality, I can make bullets that can pass through the player and others being destroyed on contact.

    But by the other side, I could check the family and make to destroy the family, but that check didn't encapsulated the event only for the specific object meeting the conditions?

    When you use families for collision check to destroy a general bullet then its going to assume if any sprite object in your "family" collides with player, then only the general bullet is destroyed. If your general bullet is in the family as well then it would be destroyed too.

    Its gonna depend moreso on what your wanting to achieve. You could normally check for the instance of an object, if that same particular object is placed on the screen more then once, maybe then you would check the instances of the object and destroy the one you want to destroy. Now if you have all the general bullets in the family and you want them all to be destroyed, then family would be the easiest way since there basically grouped together as one sprite type.

    But if there's a specific bullet you want to be destroyed, and you want the others to be in the screen, then go for the instance check instead because then you could target which bullets be destroyed, and which bullets be on screen.

    I'm still a bit fuzzy on what I had just read

  • -Link Removed-

  • Hi retrodude, thanks for the welcome.

    Yes, I'm trying to make "player" climb that big step just by going to the right.

    Hmmm just had an idea.. Maybe I can make a high bump detector sprite and a low bump detector sprite... If the high *and* low bump detectors are overlapping an obstacle, then don't let "player" move. But if only the low bump detector sprite overlaps an obstacle, then assume it's a step and stand on it. So "player" can tell the difference between a wall and a step. I'll test this!

    What was your idea?

    Edit: oh I see! You made a smaller step, on frame 2 of the platform animation. OK, how does this help? Do a check of if FramePlaying=2 -> set player.X -=1 ?

    https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/jumpy2.capx

    It worked!!! This is so cool, thank you retrodude!!

    Np <img src="smileys/smiley17.gif" border="0" align="middle" /> but I think I must have read something wrong because I didn't realize that you wanted the player climb the step when pressing right. However it seems you pretty much solved your own problems so nice job <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Couldn't you pin the spear to the player, then when "space bar" is clicked, player unpins spear, apply physics impulse on spear?

  • Hi everyone!

    I'm Christina. Long time lurker, first time posting.

    I've been disappointed with the lack of pixel-perfect controls in Construct2, since I have my sights on making a simple metroidvania as practice, and I really need to save time by using small pixelart sprites.

    This (http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=1095) custom platform engine by Kayin is awesome , but when translated into C2, it suffers from the 1-pixel inaccuracy problem (http://www.scirra.com/forum/platform-object-sinks-into-solid-ground-bug_topic57004.html)

    I managed to find an old trustworthy MMF2 method by Damian (http://damiansgames.com/post/6923285368/making-a-platformer-in-multimedia-fusion-2-or-games) and successfully ported it into C2.

    I had to make the player sprite's bounding box one pixel smaller on each side (player sprite is 25x25px, player bounding box is 23x23px), but other than that it works great. I'm sure I could clean it up a little, especially those "direction" variables.

    If anyone wants to take a look, the project is here

    https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/index.html

    and .capx is here

    https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/test%20movement%20with%20actual%20loop.capx

    So!

    1st Question: is there any way to implement slopes in an engine like this? I mean small, 1-pixel steps, that the player sprite can climb, like Kayin's. Check the .capx , that small pixel-high bump on the floor is enough to completely stop the player sprite - which is good, it means pixel-perfect collisions are working. I tried using a slopeDetector sprite, but it kept thinking the walls were slopes. Perhaps I'm missing something.

    2nd question: does anyone know why this engine won't play nice with dt? I tried introducing 60*dt instead of 1px steps and movement immediately becomes erratic. Jump strength becomes random as well. Does using pixel-perfect collision loops come at a price?

    Glad to be here :)

    Edit: I Foregot to welcome you to the forums <img src="smileys/smiley17.gif" border="0" align="middle" />

    But anyways, I'm not sure about your second problem, but is this what your looking for in your first problem?

    Link:

    dropbox.com/s/0fwfwbe8f5jhoew/jumpy..capx

    If so then I can explain how this works