vee41's Forum Posts

  • Sure, C2 is quite well suited for something like that. I'd imagine if you get C2 and EasyTween or MoveTo plugin which make it effortless to move images around layouts in various ways, you are quite well set for developing an story book.

    As for tutorials, I'd just start with the standard beginner tutorials to get feel on things, you'll probably pick up most of the necessary techniques from there. :)

  • Check out these plugins, courtesy of rexrainbow, they make doing games like that quite effortless: construct.net/en

    Demo: construct.net/en

  • Hold on... toggling visibility doesn't apply to the other container objects, so this works differently to how I expected. I still have to toggle visibility on all objects separately?

    I've got a container with text and bounding box, and I'm toggling visibility with a keypress, but I still have to toggle visibility on each objects independently, even though they're in a container?

    1) Yes, you'll have to still do it separately. What it does is it creates/destroys/picks objects in same container.

    2) You could put all the objects in separate layer and hide the layer on key press, that way you would not have to worry about anything really. :)

  • toggling visibility is the wrong way of looking at it, I should be moving the box on/off screen!

    Not necessarily, depends on what kind of effect you want. You should also look into containers, they make controlling composites of objects 100% easier :)

  • You'll need a variable like 'Location' which tells you where your player object just was. Then, create a 'start of layout' event and add sub events like:

    Location='Store'

    .. set position to X,Y

    Location='Street'

    .. set position to X,Y

    Set location to WhatEverLocationCurrentLayoutIs

    That is one way to do it, there are probably better ones :)

  • I am still curious if there is a proper math equation to calculate Coin.TargetX & Coin.TargetY based on the angle between the object and you if anyone knows of one.

    Sure, just google up Pythagoras. It forms a triangle which you can use to calculate the X, Y if you know the angle and distance.

  • I made few edits to Zatykas approach, mainly I condensed all ball objects into single object which shrinks the whole event sheet down to 6 events. Heres the link:Catch-a-ball

    Also removed the second bucket object and few other things I felt were not necessary :)

  • You still need to add the fix I posted in earlier post, add for each enemy before fire condition.

  • Add targetx and targety variables which you set at coin creation to point to desired target coordinate. Then each tick set position lerp(coin.x, coin.targetx, dt) . Same for y coordinate.

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  • Look at manual entries for containers and pin behavior :)

  • vee41 I was thinking of using bullet behavior but it still needs to slow down.

    Something like this?

    Bouncy enemies example

    EDIT: Took a second look at that game, you can probably remove the whole 'phase' thinking and just give them high acceleration.

    EDIT2: EncryptedCow Redid it with custom movement, fits a lot better. Collision rebounds have to be done manually but that's quite simple. :)

  • What is the size of the sprites? Any effects? Behaviors, like physics maybe?

  • Here is an demo with that sort of thing:

    Evil Sprites Demo

    Check out the events at the start.

    EDIT: Fixed

  • Do you mean that collisions should act 'real' as is case with default bullet collisions, or that ball should move in relation where it hits the pad, as in awesome balls (link in my signature)?

    Option one doesn't really need anything done, option two (line from awesome balls):

    <img src="https://dl.dropbox.com/u/19921470/awesomeballs_collisions.PNG" border="0" />

  • Add 180 to action where you set the ball direction on collision.