tarik00555's Forum Posts

  • Well the container would have the inventory just like the player, too. There are a number of tutorials on the website about inventories. A simple inventory would be an array that holds UIDs of all of the items in it.

  • I recommend starting of with the beginner tutorials: https://www.scirra.com/tutorials/253/ho ... tform-game. That one covers all the basics of a platform game. The shooting wouldn't be too hard, all you have to do is to make a sprite for the hand, add the Pin behaviour to it and rotate it towards the mouse every tick. When you left click you have to create a bullet and there is also a behaviour for that, too. I haven't worked much with physics, but I believe if you wanted ragdoll physics you'd have to create your enemies out of multiple sprites(head, body, hands, legs) connected with the revolute joints. However making them like this makes it hard for them to walk normally while alive. You could also have a normal sprite for when the enemy is alive, and when he dies create the ragdoll object(multiple sprites as I mentioned before).

  • Thanks for your input, I managed to "fix" it. I acctualy worked with my laptop's brightness set to the lowest and the item icons faded with the inventory backround and I couldn't acctually see that the inventory is full.

  • Simplest way is to put the sprite on layer that has its parallax set to 0

  • Yes, you would have to use multiple text objects tough, and you'd need to position them correctly. When you find the word you want colored you save it to a variable and then make a new text and set its text to the variable. Then you have to modify the color(you can do that with the tint effect) and finally position it to be in the right place.

  • I've been making a top-down shooter for a while now and throughout the creation of the game, while I was playing my player just stopped picking up items. I didn't put any code anywhere to disable his collisions. I tought it was a bug with my item pickup code, so I carried on as i didn't manage to solve it.

    After almost 2 months of not working on the game I added walls, and that is when I realized the player stops registering his collision, as he starts passing through solid objects even tough he has the 8 Direction behaviour just as he stops picking up items. I tried exporting to see if it happens outside construct and, sadly, it does.

    Here's the capx so you can take a look for yourself:

    http://speedy.sh/5SUYc/AlienGok.capx

    Any help would be greatly appreciated, and if you do decide to help out please feel free to post if you can't understand a part of my code as it is not commented at all.

    I've also uploaded the game to dropbox, so you can test and see if you get the problem as well.

    https://dl.dropboxusercontent.com/u/267089024/AlienGok%280.01a%29/index.html

    EDIT: I found that the easiest way to trigger the problem was to randomly drop and pickup items.

  • Sorry that I didn't make a screenshot but I was on my phone at the time of writing. I'm glad you managed to figure it out youself !

  • Make a global variable "score" and whenever you click the cookie(a mouse event) and just add to score(system action.

  • Try setting pixel perfect option in the project properties to on so the postions are rounded to integer values

  • After picking, you can check if the X coord is a certain value, the x of the platform.

  • You have to put downscaling to a higher quality. Also try changing the fullscreen scaling to high.

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  • I was just thinking from the top of my head. I'm not currently on the Pc. Try setting the offset to or something

  • Since the demo is using the platform behaviour, I recommend that you put the event:

    On Player Jumped and then pick the platform that the Player is overlapping at offset. Set the offset to be x=0 y=Player.Platform.JumpStrength and destroy that platform

  • Yup, you can't access variables like that. I recommend using an array or, even better, a dictionary. The dictionary stores its values key1: value1, key2: value2, ...

    So you could have:

    Level1: value1

    Level2:value2

    ... and so on

    Here's the link to the manual, if you are unfamiliar with dictionaries:

    https://www.scirra.com/manual/140/dictionary

  • You can use 'is overlapping with offset'. This enables you to use an else.

    When the wall is to the right the offset should be -1, and to the left 1.