TwinBlazar's Forum Posts

  • I have a text global variable called myLocalVar and would like it to pop up in a window prompt, so I execute Javascript like this:

    "window.prompt('title goes here.', myLocalVar)"[/code:110qpqxp]
    
    But nothing came up when I run the game. How do you refer to your variable in the Javascript here?
  • Check out some of the C2 games on Steam here:

    [quote:hu0pkadh]Sorry for making this thread a bit long I just wanted to make it clear that I am not looking for easy ways to make money off of game development and that I have some well thought-out projects and I used to work in more complicated environments and was wondering if these programs (like Construct) have the same chance of success in sales, how versatile are they?

    The tools you use may affect the production and implementation of your software, but it may or may not affect sales directly. For sales, this would depend more on your marketing and how you advertise your product and how your audience perceive your product, no?

    [quote:hu0pkadh]What are the limitations of using Construct VS Visual Studio for example?

    Visual Studio allows you to control everything down to hardware level if you wish. All those deep down compiler optimization to memory allocation and what not could be controlled to the maximum. If you are very good in programming, enjoying it and could write quick efficient codes, then Visual Studio would allow you to absolutely control all fine technical details. However, these days, with WYSIWYG engines, people could create games faster with drag and drop. If you understand C2's workflow, then you will see that it is highly capable engine. If you want to extend its capabilities with programming, you can do so as well with plugins and its SDK.

    However, for those coming from pure programming background, they might feel a bit inflexible if they use pure C2. For example, if you used to write your own C++ game in pure DirectX or OpenGL, you might recall invoking all those drawing functions for each object yourself. In C2, all these are taken care of and you can't really change them (unless with some sort of external plugin...?). In addition, I used to try Game Maker myself and you could draw multiple things on screen with one object. In C2, one Sprite object is usually strictly one Sprite object. Or what about things like buffer objects that you could render to and apply fancy post processing stuff before rendering it to the screen? C2 keep all these details in its own package and you can't really touch them. C2 got its own simple way of doing things.

    Some ******** programmers might wanna manipulate all the pixels and all the rendering pipelines themselves, however if you are more of an artist type, C2 is a very good tool that takes care of all the "technical headache" for you since day one. However, if you have pride in complex programming and deep down technical details and would prefer to take care of all the technical details yourself, C2 might not be the best tool for you. Still, C2 can create games very quickly if you understand its workflow and know what are possible and not possible.

  • Do all those animations have the same hitbox size for all frames? Where are their hotspots? Show them all.

  • From where you set all your animations, can you try add "else" to the second and third subblock at event 11 and 12 respectively? Is the flicker still present? Is there anywhere else you are setting animation?

  • your else is in the wrong position and you don't need another for loop after the else. Else should be in the for loop. It should be like this:

    for each object,

    • if object.bullet.angleofmotion < 90 OR object.bullet.angleofmotion > 270 : Object set mirrored.
    • Else Object set not mirrored.

    EDIT: FYI, I haven't checked your capx yet cuz I am on mobile outside.

    Perhaps somebody here could give him a hand for now?

  • [quote:1dxoa72z] How can prevent this? I want it to bounce diagonally at the same angle all the time. Thanks!

    When you set Bounce on Solid, sometimes the angle might be a bit arbitrary. If you only want certain angles, you better set angle of motion on your own when the creature collides with solid objects.

  • [quote:3at8ndbj]How can I check when the creature is moving left or right so I can mirror/flip the animation?

    Since you are using Bullet behavior, how about checking for the angle of Bullet behavior of the creature by using the expression Creature.Bullet.AngleOfMotion ? If it is less than 90 OR more than 270, it is moving right. Else it is moving left.

  • The reason that only one object is affected is because in the event, you loop through smallenemy as a subevent. In the overlapping event, it is true only when a smallenemy collides with player, and only the ONE particular smallenemy will be picked in this case. Going through in the event further in for each, you will be looping through only that ONE particular smallenemy, not all of them.

    To remedy this, try "pick all" condition, placing it right on top of the event block that contains For Each.

    [quote:2vul3ulf]Pick all

    Reset the picked objects back to all of them. Subsequent conditions will pick from all instances again instead of filtering from only those meeting all the conditions so far. See How events work for more information on how instances are picked in events. Useful in subevents to start affecting different instances again.

    source: https://www.scirra.com/manual/124/system-conditions

    further reading: (see picking part here) https://www.scirra.com/manual/75/how-events-work

    additionally, knowing about UID (see UID section) might be useful in certain cases that require more complicated picking: https://www.scirra.com/tutorials/292/gu ... t-features

  • you can use "For each" loop on a particular object to iterate through every object. And in the loop, you test for an object is falling or not. This depends on whatever behavior you are using on the falling object. (What behavior are you using?)

    if such object is indeed falling, set object timescale to 1.

    See: https://www.scirra.com/tutorials/40/bas ... and-arrays for "for each" loop.

  • Although event sheet 2 is at the bottom of event sheet 1, execution precedent-wise for the trigger "on start of layout" in the included event sheet is executed before the trigger "on start of layout" in event sheet 1.

    I think the behavior is correct.

  • Also, this is more of an art question, so Kyatric, what do you think of moving this post to perhaps Open Topic?

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  • See http://www.gamasutra.com/view/news/1766 ... _games.php

    [quote:eijp8jzp]If you want to learn more about making great game animations, Robertson says the best way is to play classic games from developers like Taito and Irem, watch entire animated movies frame-by-frame, take relevant educational courses, and read Ollie Johnston and Frank Thomas' The Illusion of Life: Disney Animation (http://www.amazon.com/The-ILLUSION-OF-L ... 0786860707)

  • You could create a group of functions like this:

    on function "group1": (this function creates 2 coins vertically)

    • create coin at 800, 200.
    • create coin at 800, 300.

    on function "group2": (this function creates 3 coins diagonally)

    • create coin at 700, 150
    • create coin at 750, 200
    • create coin at 800, 250

    These functions basically create coins at the specified locations upon being called.

    Now, what you need to do is you need to create the coins in the formation you want. To create stars or other interesting shapes, you need all the points of those shapes and apply all of these coordinates into the position of each coin being created.

  • After you understand the concept above, the next would be start throwing obstacles (probably woth Bullet behavior) that spawn at the top and come down in each lane.

    Now, for the isometric part, this will depend on your aesthetic design and art, but it is not much different from non-isometric view. Maybe try add some art assets and try play around with it.

  • One simple way to do this:

    1. create a global variable to keep track of which lane is the player in. Let's call it "globalLane".

    2. from player's swipe left/right, you increase/decrease globalLane by 1, but make sure they are only in the range of 0 to 2. You can do something like, for example: globalLane = max(0, min(2, globalLane) after you increase/decrease it.

    3. create a new object and call it "signalObj". Every tick, do this:

    if globalLane = 0, set signalObj.X = 100, signalObj.Y = 300.

    if globalLane = 1, set signalObj.X = 200, signalObj.Y = 300.

    if globalLane = 2, set signalObj.X = 300, signalObj.Y = 300.

    4.Create a player object, and in the event sheet, do this every tick :

    player move towards signalObj. You can use:

    [quote:aybkn2pz]Move at angle

    Move the object a number of pixels at a given angle in degrees.

    So: player Move 100*dt pixels at angle angle(player.X, player.Y, signalObj.X, signalObj.Y)

    All these above should give you a basic idea to do what you want. Of course, this is just a basic simpler implementation idea, and not the best way to implement.