TRMG's Forum Posts

  • If I recall correctly no capx for that particular example was made available. There are older topics on this subject with possible solutions on how it was made/how to get similar results if you look around..

    Thanks, I'll see what I can see!

  • It moves towards the position at a constant speed and it is exact, probably what you are looking for. If you want to just teleport to a position you use set position.

    Great then, thank you!

  • I'm not sure if these are the same examples from the website but just open C2, go to New and type "particles" in the search bar. There are a lot of examples on how to use particles there..

    Thanks, but this example is not there...

  • It's just to do with the speed, acceleration and deceleration, those kind of options. If it takes a longer time to slow down it'll shoot past it or can start slowing too early. I'm not entirely sure what the perfect settings are to stop immediately but maybe somebody knows.

    If you want to move to an exact location you could try the rexrainbow moveto plugin, which doesn't have the need for physics and speed settings on an object. It simply moves the sprite to an exact location.

    Does it set the position of the object, or does it move it towards that position with a constant speed?

  • Hey, I did some screenshots - maybe it will be helpfull. I can show you anything needed... For me, this problem is dead end.

    http://imgur.com/a/lzprQ

    Hi,

    The problem is most likely in the layout the game is played... You can use the built-in C2 Event Search to find all the places your sound on/off var is located and see if it is set off at any time.

    Oh, and I was curious if the js script StatusBar.hide() is needed to hide the status bar on some phones? I used every time browser- set full screen and it did seem to make it work...

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  • Hey,

    I found this demo on the C2 page and I was wondering if I can download the .capx file to see how they did the effects and particles.

    Img:

    Here's the link: https://www.scirra.com/labs/particlesdemo2/

  • It should arrive at the position you've specified.

    Here's a .capx file showing what I mean: https://www.dropbox.com/s/9mwk4301i7cjn ... .capx?dl=0

  • So I can't seem to figure out how to make an object with path-finding to go to a specific point on the layout.

    For example, I would want the object to go to x200 , y300, and depending on how close the object is to these coordinates, it would over-shoot or under-shoot the position...

    So, do you know a way to make it arrive at the exact position?

  • I just don't have a URL, the cloud service just is not working for me.

    Is there a place where I can upload and sell games?

    And if I wanted to make a space shooter game, or a platform game, how many levels would I need to make in order to sell it for around $5 or $10?

    On PC's, you could upload and sell your game on sites like itch.io, here in the arcade section (tough I haven't used the scirra arcade) or on Steam, but there it's a bit tougher as you have to pay 100$ (which do go to a charity so thumbs up to them, but is still a pretty hefty sum) and your game then has to be voted by the community trough Steam GreenLight (so it still may not make it on steam...).

    If you are making a mobile game, I think Google Play is the best(-ish) place to put your game if you are looking for a big market (but also extremely competitive...) and if you have 25$ to pay the one time entry fee. You could also upload it on other app markets like the Apple AppStore (99$/month fee), Amazon's own AppStore (Haven't used it), Nokia's AppStore (19$/month) or even on some websites for free (but on websites you need to give players an executable file of your game and it's not that great if you want to sell your game).

    On consoles it's a bit different due to their closed off echo-system... I haven't published anything to consoles yet, so I can't guide you.

    As for how many levels you need to sell a game, I think slapping a "500+ levels!" sticker on the box won't sell your game alone...

    A better way to do this would be to look at some great games in the genre you are making your game and see why they did so well, what made them stand out, what they expressed to the player and see what your game can do differently. (I don't play a lot of shooters, but for platformers, look at Limbo, Mario Bros, Snapshot, VVVVVV, Terraria (more or less) and see what made them stand out from the rest)

    They all did well because they saw what other companies and games were doing wrong and thought of interesting things to spice things up.

    And just because you set out to make a platformer, a shooter or anything else, you should not be afraid to break the genre wall and try something new.

    A good story also goes a long way towards selling your game.

    5-10$ is a bit much for (what I assume is) your first game. My first game was 1$ on Google Play and it got only a hand full of purchases (I'm not saying it was a great game or anything, but it definitely was way less than what I was expecting =D) Don't set your hopes to high, and don't worry if you don't make it big with your first game! You still have many more to make and experiment with.

    Also, as a side note, I'd heavily recommend watching Extra Credits on youtube if you are into game dev and design. They do awesome episodes about games and game design related things!

    Anyways, hope this wall of text helped you in some way,

  • [quote:1ahvk5su]The only other thing I can think of is using an Array.

    Placing X amount of items into the Array to give each item weight.

    I would then select a random item.

    Similar to a sweepstakes or giveaway.

    ItemA will be put into an Array 10 times.

    ItemB will be put into an Array 20 times.

    ItemC will be put into an Array 1 time.

    ItemD will be put into an Array 15 times.

    Have you tried using "choose(ItemA, ItemA, [...etc], ItemD)" ?

  • > (If "Hero" is in line of sight) - "X" set speed 1000

    > - "X" rotate towards position "Hero.X" "Hero.Y"

    >

    > These comands will be repeated each tick the Hero is in the line of sight of the bullet.

    >

    > I don't know how to detect line of sight, but the rest should work

    >

    Line of sight is fine, but i cant get the rotation, what u mentioned, the bullet moves only left or right, so if the Hero jumps, it will go under and pass lol.

    Basically, i want when 'Hero is in line of sight' (works fine) - Get object X to move towards Hero. Maybe bullet is not the right way? So far the bullet has 0 speed, but when it has 'line of sight' of Hero, the bullet gains 1000 speed to move rapidly to the Hero, but it keeps going left and right, i cant get it to 'follow' the hero.

    Oh, then add an instance variable to X, which would get set to 1 when the hero is in line of sight, and then make it so when the instance variable is 1 => "X" set speed 1000 and "X" rotate towards position "Hero.X" "Hero.Y"

  • (If "Hero" is in line of sight) - "X" set speed 1000

    - "X" rotate towards position "Hero.X" "Hero.Y"

    These comands will be repeated each tick the Hero is in the line of sight of the bullet.

    I don't know how to detect line of sight, but the rest should work

  • Hey guys,

    I'm working on a small game called "Fine Tuned!" and I feel like the gameplay is pretty dull... Do you have any idea on how to spruce things up?

    (Images and video of the game below)

    The game is played on an old tv/radio hybrid where you have to slide your finger on the screen to switch colors and destroy "enemies" by matching their color.

    Also, if you have some spare time, I've been wrestling with a bug where the enemies would stop spawning after killing a boss/mini boss (but only sometimes); Could you tell me if the text on screen changes from "a" to "boo" and if the game continues to play as it should or stops abruptly after a boss?

    If you don't have time, I'd still like to hear your suggestions regarding gameplay.

    Thanks!

    Photos and a video: (I can't figure out how to make them smaller, sorry)

    WIP Trailer: https://www.dropbox.com/s/m397s997sia99xe/Fine%20Tuned%20TrailerWIP.mp4?dl=0

    Download links:

    Fine Tuned .apk: https://www.dropbox.com/s/f74dk9ln7qeldcn/Fine%20Tuned%20.apks.zip?dl=0

    Fine Tuned .exe: https://www.dropbox.com/sh/d4fdtrwf8uy8sh9/AABdLpaAekT-o33rKAjaeRQaa?dl=0

  • The features suggested here sound an awful lot more complicated than just having a function call that copies the global variables you want to keep to local variables, does a "reset all", then copies the local variables back to globals. That is pretty straightforward if you only want to preserve a small number of global variables, which I assume is the case?

    https://www.scirra.com/manual/149/function

    It seems as if you don't understand what Functions are, I would look into it, especially if you plan to start programming one day. Basically, EVERY action and condition in Construct 2 is a "function", although the Functions in C2 are just a tad different, they're functionally identical.

    Past learning how to use Functions, do what Ashley said.

    Oh, I haven't been using functions yet... I'll have to play with them a bit as they seem quite useful.

    Thanks for the replies!

  • Um, so instead of making events to change a few variables, you want to change a feature to allow you to choose what variables not to change?

    > Um, so instead of making events to change a few variables, you want to change a feature to allow you to choose what variables not to change?

    >

    I think he just wants a way to reduce the repetitive work that's involved in setting multiple variable values at once.

    I guess C3 could bring changes to this by using special "filters" where you can select your variables.

    So basically instead of a drop-down menu with the option of only selecting one variable, a listview with all variables were you can select multiple ones could be the solution to this and make things a lot easier.

    I was thinking more like having a list of variables and clicking the ones you would want to reset to their default value (like the "reset global variables" action, but for only a couple of variables)

    I normally use functions for filtering global variable reset. I don't really think this is a need but if Ashley somehow makes a creative and interactive design for this feature for C3 then.... +1

    Could you go into a bit more detail on how you use functions?