TwinBlazar's Forum Posts

  • e means dynamic menu as in it is not tied to one layout. You visually create it, but then can dynamically call it from any layout. You make it global so that it is available across layouts.

    Since pause menu is to be dynamically created and destroyed upon called/dismissed, why do we need it global?

  • I got some of your key ideas there. But I don't get it why do you need global there. Also, creating a dynamic menu is something I want to avoid cuz I wanna go for wysiwyg.

    Is it possible to "save" layout A, go to a different layout, then, "load" layout A but have everything intact. But when the player enters the door "nornally" to go to another layout, then return to this layout, all objects must return to their original places." // I really dont understand what you want ^^

    Imagine megaman's pause menu in later installment, which we have the pause menu taking over the whole screen. When the player is done with the menu, the game returns to the "current layout".

  • I'm looking into many ways to create pause menu. While we can simply set timescale to 0 to make everything simply freezes. I want to look into furthere possibilities.

    My pause menu consists of several information and I want to go for wysiwyg on another layout. Rather than creating some pause objects and freeze the game, I think it would be better to create the pause menu on another layout, especially when your pause menu is complex like some Final Fantasy game.

    Is it possible to "save" layout A, go to a different layout, then, "load" layout A but have everything intact. But when the player enters the door "nornally" to go to another layout, then return to this layout, all objects must return to their original places.

    How can I do this in C2?

  • kotaku.com/nvidias-new-gaming-handheld-is-out-in-june-for-350-505504545

    What do you guys think about this Android device by Nvidia?

  • Of course. If you design your event that way, sure.

  • sorry for typing too fast. But for the effect above, the size of the tile must exceed the total view from top to bottom in order to achieve this effect. The y position of the tile should be above the top of the view by the looping height. Get what I mean?

  • Use graphical trick. Have invisible solid sprites stay still for solid check. Have a tiled background for your infinite wall rendering.

    In every tick, check if your tiled background exceeds its looping size. If so, move it back. For example, if your tile is 128 x 128, and the size of the tile is 128 x 800, check if y of the tile > 128. If so, move y back by 128 - the height of your tile, in other word. This will give the player the impression that the tile is moving.

    Of course, the player will have to be push down with the same speed as the wall that is pulling down to have the same impression.

    Does this answer your question?

  • I could suggest you one workaround. Use event "on load complete", set your background music position to 0 to restart from the beginning.

  • Oops, your project is using beta C2 release. I can't view that. Mind just take a snapshot of your event sheet so that I get the exact point instead?

  • failed to open project. Upload .capx, not .caproj.

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  • reduce variable should be:

    15 - 10 = 5

    And why are you using addition and negative variable values? That might complicate things a bit in mathematics.

  • I see you got yourself some event sheet there. Great work, but now, let's see where can we improve this:

    To be honest, you are generating a world, and that might take some time, no doubt about that. But to be frank, 88 events are quite big, and skimming through this is a little rough for me, if possible, could you just tell us your main procedure?

    On the other hand, skimming through your event sheet, I see that you got quite a number of iteration there with arrays especially on Blockload event group. I see you got Array instance with size of 220 x 220 x 1. And you are iterating these arrays in every tick call.

    While array allows you to store things neatly up to 3D. Accessing/Manipulating arrays in many dimensions is real performance eater. This holds true, not only in C2, but in every other programming language, game engine, etc.

    I also see from event sheet 1, event number 60-64, I see identical actions in those events. I believe you could combine those into just 1 event for that. Why did you do that for? You could use "Is between values" condition right in the General section above "Global & Local variables" section instead, so:

    1 = TextStack = 5

    Also, no need for "every tick" after those conditions in event 60-64. Remember, events are always called every tick already. You will want to use "every tick" only when there are no conditions to check.

    Furthermore, in event 15-39, I believe your intention is that you want these to run only once? Right now, I see that they will run in every tick, as they are not sub-events under "on start layout" event. Because of this, all those events will run every tick, not to mention, you are also iterating your array in there every tick.

    Sorry for bad response, but could you elaborate more on what exactly are you doing in several key parts? Or else, what we can suggest you may not help you at all.

    In fact, I see that you are having an event sheet logic design problem. Focus on each part separately as of now, and ask the community accordingly for better event sheet design.

  • You can open as many projects as you want in C2. But to be frank, to avoid confusion, you should open only just 1-2 projects at a time.

    About opening many instances of C2 simultaneously, lets wait for the creators to answer this.

  • Add a check in your event sheet. If damage is less than 1, reduce HP by 1. Else, reduce HP by attack - defense.

  • Could you please elaborate further? I'm not sure if I understand your real intention correctly.