Tomycase's Forum Posts

  • So taking Metroid zones as example, a layout for Crateria, a layout for Norfair, etc, that's the idea?

  • That's not what I'm asking, how the game would be played at the end is my question

  • Hello everyone, at the moment I'm interested in developing a Metroid engine for the sake of learning, but there's still a detail I'm not too sure about, it is about the rooms;

    I hesitate between two methods :

    One big layout for a single zone, and the room transitions are made inside that layout, or a layout for each room,

    I'm not sure which one would fit Construct structure the best, any advices?

    Thanks in advance ~

    (just to be sure, I'm not asking on how to do room transitions, but just how to compose the world map)

  • Can you describe the exact gameplay you want, that would help

  • Ok so I need to change a lot of stuff, Custom Movement is not adapted at all to the type of gameplay you're trying to create here, Plateform should be enough, I wont have time to work on it until tomorrow however

  • Don't worry I'm not here to mock anyone, but there's indeed a lot of minsconception of Construct behavior in you project, give me a moment to clean that stuff

  • To use G as the only key to toggle the gears, set two sub-events under your key pressed action :

    If gear=0 > set gear to 1

    Else > set gear to 0

    For your second problem, I'd need to see the code that controls it and the animation you're talking about, because I don't quite understand it

  • Hi, can you share your project or screenshots of your code/project? It will be easier to help you with that as there are a lot of ways to do efficient dialog box

  • Hi, can you post a screenshot of your code or share your project file? Otherwise it will be hard to figure out your problem

  • Hi, first, how do you handle the damages? Does each enemy has its own events? Are they grouped under a family? Do you use a function?

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  • You shouldn't need a timer for this; instead of using "On stopped" to set the animation, use "is on floor / is not moving / "Land" animation is not playing / Trigger once " and set the idle animation and controls enabled from here

  • I think it is because of the "On stopped / is on floor" condition, try to disable this event and check the result

  • You can make a single object with 3 frames and animation speed at 0, duplicate it and set their frames based on the result of the shuffling, for example :

    On button clicked

    For each sprite : Set frame to array.at(self.IID)

  • You could use an array and shuffle it then set each sprite based on the array indexes;

    This tutorial is for C2 but works with C3 : construct.net/en/tutorials/shuffle-array-boss-easy-event-2396

  • Use audio "Seek" action, and specify the loop point position in the song; I also recommend to add a small silence at the end of your song, "Seek" doesn't work if the sound ended as the tag doesn't exist anymore, then compare the current progress of the song to trigger the "Seek" action

    As it is not as flexible that the two files method, it avoid the problem of a small silence when the intro stops and the loop starts for a seamless result, and you can automate it by indicating the end and loop point of you song in a variable and retrieve these numbers when needed