TwinBlazar's Forum Posts

  • PSI name me one of the beat em up games you enjoyed on tablet please.

  • In that case, create a family (let's call it "destroyableFamily" and include all objects that could be destroyed into this family. And have this instead:

    Condition:

    -On touch "destroyableFamily"

    -- "destroyableFamily" pick top most (Under "Z order" category)

    Actions:

    • "destroyableFamily" Destroy
  • What do you mean by avoid and "square cannot hit another square"? Clarify.

  • You want a virtual joystick for a beat'em up game on touch screen? Hmm...perhaps you may wish to watch this first: youtube.com/watch

    Now, before continue making assets for your game, let's go back to the brainstorm phase, and ask yourself the following questions:

    1. What could be better ways to have player play beat em up game on touch screen? I'm not saying it's not possible but you better think about controls scheme and how overall experience should be. Beat em up games are heavily tied with arcade stick back in the days so imagine tapping non-stop when you punch enemies? Would that give you the same sensation with arcade buttons? You are literally ramming buttons when you are beating the crap out of your enemies. But on touch screen, without physical feedback like physical buttons, ...it won't feel right.

    2. Can you use something other than touch screen? Or alternatively, could you have some type of gameplay that is more suitable for touch screen?

    Please consider these two big pictures before proceeding further or you will be in a world of hurt.

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  • 8 directional top down shooter? You could extend from the Ghost Shooter sample, but then you need to clarify further: how and what will set the angle of your grenade?

    The how part is : in your event sheet, you can, for instance,

    • if key spacebar is pressed:
    • - create a grenade at player's object
    • - set angle of grenade to ____ angle.

    The blank above is the what part. What should be the angle of your grenade? Should we set it accordingly when the player is holding the directional arrows?

    If that's the case, extending from above, you could have a global variable and some more keyboard related events like this:

    Global variable grenadeAngle = 0

    (Right click somewhere NOT on your events IN your event sheet and you should see an option to create a global variable)

    • if key left is being holded:
    • - if key up is being holded:
    • - - set global variable grenadeAngle to -135.
    • - else if key down is holded:
    • - - set global variable grenadeAngle to 135.
    • - else
    • - - set global variable grenadeAngle to 180.
    • else if key right is being holded:
    • - if key up is being holded:
    • - - set global variable grenadeAngle to -45.
    • - else if key down is holded:
    • - - set global variable grenadeAngle to 45.
    • - else
    • - - set global variable grenadeAngle to 0.
    • else if key up is being holded:
    • - set global variable grenadeAngle to -90.
    • else if key down is being holded:
    • - set global variable grenadeAngle to 90.
    • if key spacebar is pressed:
    • - create a grenade at player's object
    • - set angle of grenade to grenadeAngle angle.

    Make sure you put the spacebar event below the left right up down business. Because events from top to bottom. This will allow your grenadeAngle to reflect your recent input in this tick right away.

    So what did we just do from above? We set the variable grenadeAngle to respective key inputs. If you don't understand what the heck did I just write above, you may wish to google if else statement in programming.

    (If any of the term feels confusing or you need more assistance, please say so and add my name "@keroberos" in your next reply)

  • There are many ways you can do this and the best option depends on your game design.

    You must tell us first what is your PSI game all about. Is it platformer, top down shooter or what, then we can respond more appropriately.

    I will give you a simple example for flying shooter case:

    • create a global variable called "weapon" as numbers.
    • in event sheet, in your key press event (for example "press Spacebar") , have the following events:
    • - if global variable is 1, create instance of object Bullet at player's sprite
    • - if global variable is 2, create instance of object Laser at player's sprite.
    • - if global variable is 3, create instance of object Bomb at player's sprite.

    The above is simple event to handle a ship having multiple weapons but only one can be used at a time.

    Should you want to use a different weapon, you might perhaps use an event like this:

    • if keyboard key 1 is pressed, set global variable "weapon" to 1.
    • if keyboard key 2 is pressed, set global variable "weapon" to 2.
    • if keyboard key 3 is pressed, set global variable "weapon" to 3.

    Now with this, the player can select weapon with a key press of 1,2, or 3, and fire respective weapon with spacebar.

    If you understand all above, proceed. Else please say so that you still need assistance and we could assist you further.

    Now, if you understand all above, you probably have a general idea with simple weapon switching mechanic in event sheet right now. This could be done similarly with skills in your game.

    To do the remaining thing, such as "unlockable skill", "player using skill in specified button", "mapping skill to specified button", "power levels in skills", etc. ,these could be a little challenging if you never play around with programming before.

    On the basic level, if you understand why do we have variables, and how to use them in the events, you could simply use number variables for simple indexing to refer to each skill like I did above.

    But before I say anything else, tell me first, what is your game genre and what are your character's behaviors for each skill. Because if we dont have more info, we will not be able to assist you in finer details. As of now, I can only provide you with a rather very general idea of weapon/skill implementation above, which might not be able to answer to what you really wanted.

    Also add my name "@keroberos" in your next reply so I can see if you need further assistance.

  • If you are to show this text in your game, you can try sprite font and have your characters' faces in the sprite font. Games such as Super Mario Galaxy does this.

    but if you are to display this out of your game, then...that might need some other hacks.

  • This is an aesthetics question. We need to see how your jellyfish look like first. Beside, if you look at some games, they simply animate the whole jellyfish swimming in multiple frames instead. This would make the jellyfish look more dynamic and also eliminate the time required to make the jellyfish look right in programming... unless you have some other requirements.

    If that's the case, and you want further advice, please say so.

  • Mind give me a link to that stickied thread?

  • A cutscene is basically a layout that is filled with procedural events and sprites related to your scene.

    So you may have player in Layout A containing your game logic event sheet, then when he enter a door, you could switch to Layout B which contains all events related to cutscenes in Layout B.

    Doing cutscenes in C2 will require a bit of work in events.

  • By writing your title "Create Object won't work", that already implied that you claimed you found that a functionality in C2 does not work. That should be under bug forums.

    "How do I" forums is more like for asking, how can I do this or how can I use this function, or asking for clarification from the manual. :)

  • Here are the issues:

    1. You are providing too little information.

    2. If you think this is a bug, you should report here: scirra.com/forum/bugs_forum43.html and follow the guideline strictly.

    3. Please be more specific about the sprite size you are using.

    4. Show us your events or perhaps even .capx file, so we can investigate more properly.

    Dear Admin and Moderator, please move this to the correct forums.

  • Do you want the players to look at your runner or the background more? They can only focus on one thing at a time.

    In fact, if you look at some other 2D games, you will see that they pretty much have a set color palette for background and foreground. The foreground needs all the attention, while background should be there... just to be a background. These two should contrast each other.

    Let's take a look at some example: youtube.com/watch at 2:33, you see the cities in background? See all the details yet they don't conflict with the foreground? You could try adjust your background for this kind of less blatant palette.

  • I see some interesting screenshots there, but I would like to give you one friendly advice: your background and foreground are fighting each other. You should have your characters stand out the most in the scene. Could you try have your city background less vivid color? Because right now, in the screenshots, it took me more than 5 seconds to spot the sexy runner. :)

  • Exactly, but there gotta be some other ways other than just the white Tanuki suit or one holy grail item to skip levels.