vandinz's Forum Posts

  • Well I was hoping for something that allowed you to create a path that sprites moved along. That way you could set up patrols for enemies, fancy wave patterns for aliens ... that sort of thing. I'm sure the clever people on here could come up with other uses.

    There was a path option in CC but none yet in C2. There's a plugin I mentioned that does the movement part but there's no options to 'loop' the path (allowing a circular path) or speed options (that would be essential in my eyes. Changing how fast the sprites moved in the patterns of a alien wave for example or how fast they moved around a room is paramount).

  • I know it's been asked for before but I REALLY need a path movement plugin. Everything I do seems to need one in the end, platform games, shoot 'em ups ... they all could be improved with a PATH plugin.

    I've used the PODE_SPLINEPATH which is OK but is missing features like setting the speed etc.

    Is this on the cards for the near future at all? Pretty pleeeaase? :D

  • <strike>I'm getting an error when I start C2 with this plugin added.

    Unabled to load plugin in C:\ ... Found 'GetPluginSettings' global, but is not a function.

    Anyone have the same thing? Am using 104. Thanks</strike>

    Ignore me, I added it as a plugin and not a behaviour. Works OK now :D

    Awwe, it has no speed option which I need. Any news on the update?

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  • The HTML5 logo is just an image C2 adds to the project files when you export the game. All you need to do is go into the folder, replace the logo for your own and/or edit the HTML file.

  • I made a game that had different hats the player needed to pick up to proceed, each hat gave a different skill. The way I did it was to place the sprite for the hat on the player sprite, then PIN it.

    You could do the same here, have different sprites for different hair colour and depending on which one they choose, PIN that to the player sprite.

    Either that or have the head, body and legs as separate sprite with different hair colours, tops and pants as a different frame of the animation. Then, set the frame for each part of the body and PIN the body parts together.

  • Comfirmed. I thought that was how it was supposed to be but thinking about it, there's no sense in those options not being available at runtime. Unless it's a technical issue.

  • Top man. Thanks.

  • Add an instance variable to the falling block. Call it whatever you like, something that makes sense like fallcounter for example. Set the variable as a number and the value to 0. Each time the block hits the square, add one to the variable.

    Create a check for that number being equal to 3. If it is, destroy the block. This will of course stop it falling. To get it started again, just create a new on when you need it.

    <strike>I can't create a CAPX to show you because I can't find how Kyatric has set the box to drop! Unless it's because I have the free version and I can't see the event. Can you explain how you got the block to reset each time it dropped Kyatric?</strike>

    I found out how (using he WRAP behaviour). I've changed the CAPX so it checks the number of the instance variable (of the falling block) and destroys the block if it equals 3 (remember it counts from 0 so 0,1,2 is makes it fall 3 times).

    EDIT - I've changed the CAPX again so this time it will randomly select a number and set the animation frame of the blocks to that number. Instead of doing it that way, you could make the same animation frames for the falling block, then on collision with the player set the animation frame of the number block to match the number of the falling block.

    That way, if a number 3 falls and the player touches it, set the fading in block animation frame to 3 and it all ties in. If I'm not making much sense it's because I'm tired, I need my bed lol.

    CAPX

  • It's funny, I was having an issue with the zoom today. I wanted to zoom into a sprite but couldn't, making it a pain to do what I wanted. So I agree totally with that option. :)

    The Purge option would be cool too, sometimes C2 offers me options for objects I've since deleted.

    In fact, I agree with all your suggestions, everyone would be cool. Don't know why I just didn't say that in the beginning. :D

  • You set the ANGLE of the bullet towards the player X and Y coordinates. Then set the speed so it moves. I've made a quick CAPX to show you, it's easier that way :)

    BULLET FIRE

  • I've changed your CAPX to use the method I do in my games for changing AI direction. It's just to give you an idea, hope it helps.

    ROBOT

  • I know C2 is lacking some features, but the lads are doing a great job of fixing that with almost every release. It's going in the right direction so that's enough for me. I also find the community on here to be better than others, you can usually get help with anything withing a day or so, even from Ashley or Tom themselves which shows me they're determined to make C2 THE best game/app maker around.

    Group hug?

  • Saving for a Construct License and thought I'd just make sure nothing else was worth looking at. I've tried Game Maker, didn't do it for me, so the only other alternative was Multimedia Fusion 2.

    After trying it for a couple of days it's made my mind up for me, Construct 2 all the way! Nothing compares to it (although MMF2's interface is similar) the shear speed, smoothness and ease of use made it a no-brainer in the end.

    I'd like to apologise for even doubting C2. I'll get my coat.

  • Aaaaand relax.

  • I liked it! Worked well here, only thing I didn't like was not being able to shoot behind you, only the way you're heading. Apart from that it felt good. Keys were OK too.