SoldjahBoy's Forum Posts

  • Hey I finally got around to having a look at the video. Very nice indeed.

    Reminds me quite a bit of how I made my POS software... proof that C2 isn't just for games at all really!

    ~Sol

  • Great stuff! Glad you got it all working in the end

    I'll check out the youtube vid at lunchtime

    ~Sol

  • WOO! Awesome sauce

    ~Sol

  • There are different processes for NWjs and localstorage, so the way to solve this issue will be different for each tech.

    I can help with the NWjs component if you like, but as for localstorage, I haven't used it much at all so I'm not going to be much help I'm afraid.

    ~Sol

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  • Yeah that's one weird effect... it hurts my brain. Just my personal opinion, but if you want to make the platforming harder, there are other ways/effects you can use that would be less of a mindfock, lol...

    signaljacker is right though, something like canvas or paster would be a good place to start. You could also make a request in the effects forum section and maybe someone can make a custom shader effect for you?

    ~Sol

  • Sorting order shouldn't be moving objects between layers at all... Are you sure you haven't created the objects on the wrong layer in the first place or something like that?

    ~Sol

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  • The way I do it is to make all characters as one character... use different animation sequences and name them accordingly - then you can simply change the animation sequence to be a totally different character.

    Otherwise, as mikewalton206 has said you can have multiple character objects and just destroy one and create another in it's place. It really depends how your game idea works though, since you might have some variables to duplicate or some other data that would be affected if you just destroy the object.

    Changing weapons is the same thing... I make all weapons as a single object and use different animation sequences to display the different weapon. Everything exists as the same object - I use an instance variable to decide what the weapon choice is, and what animation sequence to use.

    ~Sol

  • You have to create your own particle engine, which is really easy...

    Make a sprite object that has the particle look that you want... you can even animate it, or make different frames with different particles if you want to randomise the effect.

    You can also add a behaviour to the particle sprites you made, like bullet or physics, etc... then make them fall with gravity or even float into the air

    Once you have this, just make some events like:

    every tick

    -- create particle.sprite at mouse.x mouse.y

    -- set particle.bullet.behaviour.direction to random(360)

    -- set particle.bullet.behaviour.angle to random(360)

    -- set particle.bullet.behaviour.speed to random(20,100)

    -- set particle.animation.frame to choose(1,2,3)

    or something like that^

    This would make random looking particles (if you had different animation frames made with different artwork), all facing a random angle, and flying to a random direction at a random speed.

    You can of course make the speed and direction the way you like it to be instead

    ~Sol

    This would make

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  • Are you using NWjs for PC development, or are you using localstorage on mobile platform?

    ~Sol

  • The question isn't so much if C2 can do this... the real issue is to record the video footage and use some editing software to cut out the parts you want and convert them to animation sequence images (separate frames of the video saved as individual pictures).

    C2 can easily make this type of game, but the pre-production of getting the footage and editing it is going to be the more challenging component.

    ~Sol

  • Using variables to control many things (like health, ammo, etc) is a fundamental and basic part of construct 2, and programming in general.

    Once you learn how to use these simple but powerful tools, it will all make sense.

    I can try to make an example today (I expect a fairly quiet day in the office today) but I will have to see if time does in fact allow.

    Essentially, you need to create a global variable on your event sheet (right click on the event sheet and add global variable) then name it HEALTH. Set the initial value to 3.

    Anytime you want to subtract 1 from health, you have your condition for doing so... example: player collides with enemy ->(action= subtract 1 from global variable HEALTH).

    Then you have another event that checks what the health is at: global variable health = 0 ->(action: destroy player)

    You can use variables to track all kinds of stuff that you need to be, well, variable... so simple yet so powerful when used in certain ways.

    ~Sol

  • Yep what mekonbekon said will work great for a "global" fade that covers everything up... like if you want to do some kind of transition or "screen flash".

    I think the problem OP had though was to have two objects in front of the fade (the player and the object the player was interacting with at the time) so you'd need to juggle some objects around (or shift them to a layer that's above the fade layer) to achieve something like that.

    ~Sol

  • OK great! Glad you found a solution that works for you

    ~Sol