sqiddster's Forum Posts

  • Think of the game 'Ghost shooter'. Logistically, mine is very similar (three layers, objects currently not in use outside the layout)

  • OK, I am game, however I will need a better explained way to do this in accordance with what I want. Your example does not work for me, I get an error about a behavior which I do not have.

    For my game, all objects should be working on all layouts (apart from the menu layouts) however there are minimal changes on each layout. I do not quite understand what you are saying however I am happy to create this instance variable for each object if I know exactly what I am doing.

    A problem it seems with your solution is that you can only use one layer in a layout. My layout currently has 3 (a HUD, a main layer, and a background.)

  • The first method you stated is probably the way to go - apart from the problem that any updates to any objects will require a major hassle in updating the changes.

    The second method sounds inefficient and not really what I'm looking for. It would be incredibly hard to do - especially as I have over 60 objects at the moment.

    There must be a simple efficient way to do this. As worst case scenario I would have to update any changed object across all the levels however this is terribly inconvenient. Keep in mind that there will also be non-level layouts for menus.

  • I have a game in which all the levels will be similar. The first layout is all I have made and has on it all of the objects needed for the game. What is the easiest way to duplicate all of the objects on this layout to another layout, keeping all of the layers correct?

    Also this method worries me significantly as after I want to make a change to a universal game object, and I have levels already made, I have to change it in EVERY layout?

    Basically, what is the best way to make multiple levels by editing level 1?

  • I saw this, however it does not solve the problem at all. All it does is make it move in the opposite direction - not bounce accurately.

  • Yes, this seems like a good idea (although it's not that hard to do them manually).

    A 'reverse animation' button would be nice, too.

  • Thanks, but the object is not a physics object. The problem really lies in the fact that the bullet does not know the angle of the surface it is hitting.

  • I actually think this would be one of the easier games to develop using Construct 2.

  • I don't have Construct Classic, so this file is not really much good. If it's any help, the walls are all perfectly vertical and horizontal.

  • A quick question... how do I make a moving bullet object accurately bounce off straight walls?

  • I think it can be done, but it will probably be more trouble than it's worth. Construct 2 is essentially for 2D games.

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  • Your problem would lie with AI.

  • Yes, but then the cursor will still exist over the sprite. I too wonder if cursor replacement is possible.

  • Thanks, Ashley!

  • Well if you want to make an internet game, Construct Classic does not have that capability. Construct 2 is gaining new features at a tremendous pace, and is easy and fun to 'program'.