spacewarguy's Forum Posts

  • Thanks Vladoss! I will admit that your example was little tricky to follow, but I did learn a lot from it and I'm putting what I've learned to use in building my own!

  • I hate to ask such a big question, but I have been working on building a Minecraft-like inventory into Apocalyptic for ages now, and I don't know where else to turn.

    Apocalyptic is a bit like Minecraft, but without the cube approach. That, and it's a top down game. It's been going swimmingly, except now I've got to the inventory stage. And. I. Am. Stumped. <img src="smileys/smiley5.gif" border="0" align="middle" />

    The inventory I am trying to build works similar to Minecraft in that you can press a control to open up the inventory, on another layer. The inventory looks similar, in that it is a grid style system. It does not on the other hand, have the "equip bar" thing below, it is just a grid inventory, and you can equip items by dragging them into an equip slot.

    What I was hoping somebody could help me with, or at least get me down the right track, is exactly... how... to do such a thing. I have experimented with arrays, events and private variables, but I can't do this myself. Just some of the issues I keep having is: picking up objects, and placing them in the right part of the grid, as well as handling having more than one item.

    Could somebody help me with this? I understand if that's too demanding, maybe just some info on which way to go with this?

    Thanks so much for any help you could provide!

  • Sorry I didn't reply sooner, I've been having computer issues. Again.

    Thanks for the replies, both solutions work well! I've been creating a set of AIs that control space based fighter craft and capital ships, because the RTS behavior gets old after awhile... <img src="smileys/smiley17.gif" border="0" align="middle" />

  • With the Custom Movement behavior, is it possible to limit acceleration? I tried always setting a private variable on the object to the speed of the object, and then only activating the event when the speed was under a certain number, but it caused the object to "stick" at the max speed.

  • I think you would be better just having a single WAV, or combining them all together. I'm not sure if there is any conditions available that deal with music files ending/starting, but I could be wrong.

  • This is pretty damn good for a first game. It's always the simple, unique games that are the most successful.

  • Hmm... I don't know of any sites dedicated to that, but on the Game Maker forums <img src="smileys/smiley3.gif" border="0" align="middle" /> I've found a fair few templates and learning material, like this one:

    <img src="http://img265.imageshack.us/img265/2286/stripsheetcharbasetempl.jpg" border="0" />

    That's not by me, by the way. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Thanks for the help guys! I've managed to create a sort of kick back effect via animation, thanks Jayjay!

  • I've been working on trying to come up with a way to create a "jolt" effect when a character shoots in my top down game. I'm not really sure how to describe what I mean, but it's something like the character... erm, jolts backwards quickly on shoot. If you've played Counter Strike 2D, when you fire your gun the sprite of the player jolts back quickly.

    I just can't figure out how to do it. Could anyone help me with trying to figure out how to do this?

  • Heh, can't blame you. <img src="smileys/smiley36.gif" border="0" align="middle" /> The AI in this example is probably going to be tricky to implement in another game, as you would need to remake it and such and it could be a little time consuming... Glad to hear you like it!

  • In creating Star Marine 3, the third incarnation of the first game I ever made with Construct, I got a little sidetracked and I put the game on hold. I had only done the AI, and it was a little buggy anyway.

    This here is a example/tutorial of top down combat AI that uses path finding and shooting. Each AI soldier is made up of a bottom and top object, one controls moving while the other controls blasting. They aren't very advanced yet, they don't use cover and shoot through walls, but the basics are here. This is not a template, rather an example of how to create advanced top down AI.

    It's thoroughly commented, although it might be a little difficult to understand. Has a basic scenario set up between the friendly AI and the enemy AI, but you can move the walls about and the AI will adapt. The only bugs are with Construct choosing which AI bottom object and which AI top object go together. Sometimes there is a issue that two AI top objects will stick on a single AI bottom object, giving that unit double health and making another soldier not move at all. I'm not sure how to resolve that issue...

    It would be cool to create a plug-in that offered simple easy functions to create AI like this, put I have no idea how to do that. So this will do for now. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Download (500KB):

    mediafire.com

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  • Congrats! A like button would be interesting... although perhaps not a dislike button. That wouldn't end well.

  • Hm... well, it depends I guess. I use Construct Classic still, despite Construct 2 being around, simply because it has been around longer and has more plug-ins, examples, tutorials etc. I haven't actually checked the latest release of C2 yet, so I'm not sure how far it's gotten yet... <img src="smileys/smiley36.gif" border="0" align="middle" />

    Seeing Construct Classic works similar to C2, once you learn CC it should be pretty easy to get into C2. When I first started, I created a game similar to Ghost Shooter, which is a tutorial that comes with CC. It's a top down shooter, with basic enemies which used a Bullet behavior to move them forwards and the Turret behavior to control where they pointed. I think. It's been awhile. I learned Construct by going through these examples and learning how each part of it worked, and then re-creating it with my own graphics and adding new aspects to the game, like ammo, shields or different types of enemies.

    There's a large list of examples/tutorials for CC here: scirra.com/forum/examples-tutorials-list_topic41594.html

    I'm probably not much help, because I'm certainly no professional yet. The hardest bit with starting is trying to get around that you have to stick with slightly boring games until you're confident enough to make something amazing. I'd try to create something like Pong, or a simple top down shooter. I put emphasis on simple! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I'd keep doing tutorials and looking up examples so you can get familiar with Construct. Once you have some solid knowledge on how to combine behaviors and events to create game elements you should move on to creating more complex games of your own design.

    Trying to make something a little too complex if you're a beginning game design/Construct never ends well. Been there, done that. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Good to see a Digimon game being made with Construct!

    Erm... is there a link to download it? The one above links to this page again.