thomas0611's Forum Posts

  • Dear all,

    I have been working on game dialogue (non-interactive, i.e. the player gets no choice in how to respond).

    The way I have been working so far is by creating a separate invisible object (Stgwhsp, as in stage whisperer) that caries the necessary variables (which dialogue to fire off, where to place the text object etc). This allows me to call dialogue between characters, as well as banter between player 1 and two, as they overlap with the "Stghsp" object.

    Here's the question though. I would like for the banter to fade out on its own. The player won't have time to manually further the dialogue, as the game doesn't stop for banter, only for "cinematic" dialogue sections.

    So, I'm familiar with the fade behaviour, but I would like for short text ("hey you!") to fade out faster than long text ("When I was a boy, my dad used to say: "Hold ma drink boay!").

    Idea:

    Have the words/characters in the text object counted and set text object's fade out to a lenght of time it would take to read each word/character.

    Any ideas how to do this / alternative approach?

    Thanks!

  • Dear Constructtwoeans,

    My on couch co-op platform game is nearing its first Alpha stage after working hard for almost a year. At the moment, I'm implementing some of the final mechanics to make it a fully working build, representing all the core elements of the game.

    One of which is a mechanic that allows the players to pick up different weapons (swords, bows, guns etc) and items (shields, bombs, passive buff items etc) and steal them from one another. I'm struggling to implement this mechanic and would like to see how you would go about it.

    Let me first line out what the general idea is before giving you all a blow by blow.

    -----------------------

    Each player may hold, at any time, only ONE weapon and ONE item. Each weapon may be used to perform attacks or, if it is a melee weapon, be thrown at a 4 direction angle (up,down,left and right). Same goes for items, they may be used (shields block, bombs are placed and buffs are cast) or thrown for an alternative effect.

    Weapons and items can be stolen from enemies and other players by jumping on top of them (mario style). When jumped on from the front (i.e. the player is looking in the opposite direction that the enemy is looking) the enemy will drop its current weapon, which is vectorY'ed upwards. If jumped on from the back (i.e. the player is looking in the same direction as the enemy) the enemy will drop its current item which is vectorY'ed upwards.

    So here is the blow by blow and the problem I'm having

    1) Player has no weapon/item

    2) Player overlaps with weapon/item and presses "DownArrow" (for example)

    3) Weapon is "picked up", meaning it is set to the player sprite's "hand" image point and its angle adjusted etc

    So far so good...

    But here is where I get in trouble and would like some help:

    | |

    \ /

    \/

    4) Player ownes weapon/item

    5) Player overlaps with weapon/item and presses "DownArrow" again.

    6) The weapon held is "discarded" (vectored back and upwards, fade out into destroy in x seconds)

    7) The weapon on the floor is picked up, insert step 3, rinse repeat.

    In short: I would like for each player to be able to cycle from 1)no weapon 2)weapon 3)new weapon using only one pick up key.

    As always, thank you all ever so much for reading and I look forward to your input.

  • Dear all,

    The situation:

    An x amount (lets say 10 for the example's sake) of chests_spawn points are dotted around the level. Each spawn point is randomly selected every x seconds and spawns a chest of some designation to be looted by the player, at which point the chest is destroyed, making the spawn point available to be randomly selected again.

    The time in between spawning chests is regulated by subtracting dt from a Global variable "ChestSpawn_Time": which chooses a random Chest_Spawn instance on = 1, and then creates a new "Chest" on 0, after which the counter is reset.

    As I said, spawn points that have an unopened chest on them (check overlap) will not be selected when "ChestSpawn_Time" reaches 1.

    So far so good.

    The Problem

    When all 10 spawn points are overlapping with chests there is no Spawn point instance to be randomly selected anymore. Naturally, "ChestSpawn_Time" will keep decrementing by dt into the -.

    So, I was wondering if it would be wise to have the game count the amount of ChestSpawns on start of layout, save the number to a GV, say "ActiveSpawn_points", subtract 1 after every spawn, and simply stop the subtraction of "ChestSpawn_Time" once "ActiveSpawn_Points" reaches 0, and resetting it when it reaches >0.

    If so, what would be the best way to count object instances?

    Thanks!

  • Ah yes, this is what I thought too. However, what happens when player 1 wants to play on keyboard2 and player 2 wants to play with the xbox controller? I could write out all four control schemes out for all four players. I am looking for a more time-efficient way to do this.

    Neat explanation though!

  • Oh, Constructtwonians a question burns deep within my loins!

    I'm trying to figure out what the best way is to facilitate different controlling options for different players:

    Player1 on keyboard1 (wasd, gyh)

    Player2 on keyboard2 (Arrows, shft, ret, ctrl)

    Player3 on Controller1 (controller 1....)

    Player4 on Controller2 (A banana.......... eh, I mean controller 2)

    So, how can i set this up to easily switch the different sets of controls to different players in the option screen?

    I liked how Spelunky HD did it, but perhaps there are other, better ways?

    As always, I thank you!

  • Dear Constructtwoians,

    I started frivolously messing around with Construct 2 almost six months ago out of sheer boredom (and a secret hope I would one day call myself a game-dev of course ). Looking back at what I have learned in these months from reading tutorials, taking suggestions from forum posts, copying capxs and forcing myself to make a prototype a week, I have hope that I might actually be able to publish a game in the semi-near future.

    This realisation raises new questions regarding other, non programming/design related, issues.

    Making music to accompany the game is an issue that makes me particularly nervous. I have no musical talent or ability whatsoever. Although sitting myself down with a stack of internet literature , lock the door for another six months and studying up on fruity-loops, musagi etc does have a certain appeal to it, but I fear that in the end, it would be too much allegorical hay on my proverbial pitchfork.

    I would like to get a musician involved in the project, problem is: I don't know anyone who is able and/or willing to do so. TO THE INTERNET!

    But how? Where can I find someone to make the music for my game? And what's more, what is a reasonable type of compensation for a musical artist?

    I aim to produce this game low-budget (read: no-budget). I have cut down on my work-hours, washing dishes at a local restaurant, to work on the game which leaves me with little expendable cash. At this stage, it is probably to early to start worrying about the music but the thought of it is distracting me so it would be great to get some suggestions so that it can go on the board.

    So my question is: what do I have to offer as a low budget solo dev? Why would anyone get involved?

  • Dear Constructonians,

    I'm having problems implementing a platform (left, right, jump and crouch) movement with the Game-pad's analogue sticks. Construct 2 seems to have a problem recognising the analogue input, unless it's exactly a specific angle (180 deg. for left movement, 0 deg. for right movement etc)

    Any ideas?

  • I was wondering about common/best practises regarding clipping issues, more specifically within 2d platforming games.

    Is there a nifty trick to make sure the character doesn't shoot through/ get stuck in a wall and or floor? It's been popping up quite a lot, especially when I use bullet behaviour.

    Perhaps anyone has written a function? That would be Christmas.

    As always, I am in your silky-soft hands (*wow... do you moisturise?!*)

  • Awesome! Works a treat! Thanks a bunch.

  • Dear Construction-twoians,

    Arrays. Awesome stuff. Just started using them and am running into issues left and right. I have a hard time understanding them fully atm, but hopefully some of you can lend a helping hand.

    The array:

    I am using a 1d array:

    "Characters": 6 rows on X. Each X holds the name of a character class:

    0: Warrior 1: Knight 2: Thief 3: Hunter 4: Mage 5: Wizard.

    The objects:

    0: Player spawning point sprite

    1: Player collision box (Platformer behaviour)

    2: Warrior sprite

    3: Knight sprite

    4: Thief sprite

    5: Hunter sprite

    6: Mage sprite

    7: Wizard sprite

    If the player clicks on one of these sprites, the array will select the relevant value (click warrior and the array will choose 0 etc), the next layout (an actual level) is loaded, the "player collision box" is created on the "player spawn point".

    My question is: how can I attach the sprite, chosen by the array, to the "Player collision box"?

    In other words: how do you use an array's index number and use it to spawn/create/set position of an actual object?

    Thanks in advanced, I am in your hands!

  • Yes that's what I was thinking, but the sprites/objects simply won't load.

  • Do you understand what I mean by "Pallet"? Please someone give me a better term to use...

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  • Hey all,

    I've come across a construct 2 habit of mine that I would like to throw into the group. I would like to know if I'm going about it the wrong way (I have a feeling I am).

    Example:

    3 different Level layout.

    Each has a "spawnplayerhere" sprite that spawn on start of layout

    Must have player sprites in layout to spawn.

    I copy paste all player sprites into the outside of the layout, and copy

    paste line that "Destroys" on start of layout.

    Is there no way to make one "Pallet" of all your character sprites, enemy sprites, and load them from here, rather than having them copy pasted into each different layout.

    As always, I await your collective wisdom in much anticipation.

  • Oh never mind!!

    I had set the deceleration to 9999 for some reason! That fixes it.

    False alarm, sorry.

    I'm a dumbass....

  • Hey all,

    I'm experiencing difficulties using vector X effectively.

    I've written out most of the platforming movement and the thereto connected animations (running, jumping etc)

    Now I'm trying to implement both a DASH and WALLJUMP to the char. I've followed the tutorials to the digit, yet it doesn't work one bit!

    Turns out, any prompt to create an X VECTOR is simply ignored! Vector Y -500? No problem! My char jumps straight up. But any attempt to move my character horizontally through a Vector X just doesn't work at all!

    It's driving me nuts! Any ideas?

    Thanks! <img src="smileys/smiley19.gif" border="0" align="middle" />