ryanhagz's Forum Posts

  • There's a few scoreboard APIs out there if you look around. Also, I saw another post asking about Highscores and someone mentioned Clay.io. I've never used it but they developed a plugin specifically for C2 that comes with much more then just scoreboards:

    [quote:3k8oje77]Achievements

    Data Storage

    In-game Payments

    Analytics

    Social Integration

    Facebook posting & inviting

    Tweeting

    Posting to Clay.io Stream

    Screenshots

    Multiplayer Rooms

    Cross-promotion

    Ratings

    Here's the link: [quote:3k8oje77]http://clay.io/docs/construct2

  • It's kind of heard to tell why just from your screen shot. Could you post a .capx? There's a few things that could be happening.

  • I don't think what you're looking for is possible at least the way you're explaining it. You can link and chain multiple sprites/objects together easily. They will move and work in tandem if you want them to, however they will still be registered as individual objects on the screen regardless if they are parented or not.

    And as far as making 2 sprites into 1 is technically possible, it would be 1 image meaning, if the individual sprites had to do there own animation it would be much more difficult to animate any of the pieces if it was just 1 image. That is usually why things like player characters are made up of multiple linked objects like, arms, legs, and head to be individually worked with for later animation. However, if a character is made up of 6 objects (head,arms,torso,legs) just because the arms, legs, and head are parented to the torso doesn't inherently make it 1 object.

  • Your question is oddly worded, what do you mean "scroll through sloping floor"?

    If you mean how do you get a player to slide down a sloped floor, you could use physics on the player then change the parameters of his mass and other things you may need, so when they land on a slanted platform they will start to slide. Or I would imagine you could check the platforms angle by doing something like, platform angle > 45 ---- do something

    There many resources around the forum to find what you're looking for if what I explained wasn't what you were after.

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  • Go to the pinned post above this called, "[How do I] Frequently Asked Questions" go to the RPG category on the list, there are 4 links in there you might want to check out named,

    • "Visual Novel/Dialogues example"
    • "A dialog system with answers"
    • "Even more dialog systems"
    • "Ingame dialog popup example"

    I'd post links, but my rep isn't high enough yet.

    However, Sisyphus is right, you should definitely read the manual. You'd be surprised at how many questions can be answered by a simple search through the manual.

    Also, bookmark the FAQ. Anything that isn't in the manual is in there and anything that isn't there is around the forums, just gotta look.

  • As for the initial question of how to spawn single objects randomly, simple, use the random() function for time objects spawn and object positions. My guess on the whole shapes thing is, they would be pre-programmed shapes or along some kind of path system and the same spawn time concept with the random() function.

    Check out this example maybe it'll help you.

  • Another thing you might want to try is destroying unneeded objects like the ones that aren't visible. If the game is a side scroller like flappy bird, you could put a line of code in that destroys anything that is passed the 0 pixels mark. Also, like Iceangel said, check the size of your images. Depending on how little they are, you might even want to make them a bit bigger (i.e makes more sense to have 1 solid ground sprite than many instances of a ground sprite on screen making the processing heavier)

    Worst case scenario, you have a crappy phone!

    Hope it helps!

  • My guess would be something along the lines of, enable the physics behavior on the crate then, when the player is within x distance of crate and clicks it, set the crates position to characters arms x,y. For the throwing part, i'd say have your characters arms set angle towards mouse x,y and when right button clicked, throw the crate towards angle of mouse position. I can see about coming up with a basic layout if you need it.

  • Your English is a bit broken, so it's hard for me to understand exactly what you're looking for, but I think I know what you're going for.

    The attached example should help you a bit.

  • Wow, amazing Wisdoms! Go with his, much cooler!

  • Simple, go into the event editor, System > compare variable. Choose the variable you'd like to compare and what to compare it to.

  • You mean something like this?

    If so, It's quite simple. Create two frames on a sprite, make one black, one white. Check the position of your sprite, if it is where it should change colors, update the frame and trigger the sound through the "Media" Object.

    Hope it helps.

  • I haven't worked with animations much yet, but what I would try if I were you would be comparing the current animation frame and what arrow key is being pressed in order to change the current animation.

    I'd set up two separate animations, the first having the frames for the character flying up,down,left right,hoverLeft,hoverRight. then make another animation with just the "turning" frames. From there, you could try something like this:

    Animation frame = 4                         set Animation to "turns"
    On Right Arrow pressed -------------------> set Animation frame to 1[/code:13it0r9h]
    *assuming frame 4 was the player flying or hovering facing left and that frame 1 of the "turns" animation was the left to right turn sprite.
     
    If something like this didn't work, I'd try setting up multiple 3 frame animations for each direction you need to turn and then when an arrow key is pressed in the opposite direction the player is currently facing, set the active animation to the particular "axis" you're turning on. On completion of the animation you could set the active animation back to the original and set the frame to whatever direction you were supposed to be flying in.
    
    Like I said, I haven't gotten too deep into animations yet, but this seems like it should work. I'm sure someone with MUCH more experience will come and help you out with this though.
  • Go here: [quote:2pmm7pgu]https://www.scirra.com/forum/how-do-i-frequently-asked-questions_t63692

    There is a section exclusively for isometric games

    good thread to bookmark for pretty much anything you need in Construct.

  • Thanks for the response Ruskul! Could you please explain a little further or post an example?

    I understand using instance vars, but what do you mean by putting it on the family of objects? What I'd like to do is have one sprite named 'tile' and then like the 'fire' tile in the example, create more 'elements' on the menu to spawn whatever tile I click. From there, be able to copy the instances including the color. Or would I have to make individual sprite for every color(element) I want?