vtrix's Forum Posts

  • heh? thats funny, if you jump up to the right at start, you come above the level, it totally reminds me of mario bross, maybe this is how they found it

    add behavior : bad guy <img src="smileys/smiley4.gif" border="0" align="middle" /> sorry couldn't help myself

    for life, you could have a "timer" var, on your main character, that count down when dead, to know if he's dead you could have a "death" boolean: thats says death:true

    if boolean:death=true > every second substract from timer var

    timer var = 0 : system restart layout

    making variables = click on character en left panel

  • Hi i made this example

    demo

    capx

    its got easing of scroll, scale, and parallax with 2 layers

    it also has a follow scroll and at the end the scroll is fixed on the player with platform movement

    i think a lot of people are wondering how these things work so i hope this helps! <img src="smileys/smiley1.gif" border="0" align="middle">

    note:

    lerp(layoutscale,1,0.5*dt)

    how this lerp works?:

    layoutscale = current scale

    1 = target scale

    0.5*dt = is how fast it will go from current to target, larger is faster

  • as for the pan, i implemented something like that into a demo

    its really cool way of showing level like you said

    demo

    its implemented like this (where scrollstart is a sprite)

    scrollstart.X < 2000 | scrollstart.X+8 + set globalvar scroll=1

    system globalvar scroll=1 |

    system scroll to

    lerp(scrollx, scrollstart.X, 1*dt)

    lerp(scrolly, scrollstart.Y, 1*dt)

    after that you can set globalvar scroll to 0 and scroll to player instead

  • the game mechanics are good, i didn't find any strange bugs , the basics are there, instructions, level, boss, score, lose, win , end. The boss was very challenging, there is a good base for refinements,

    as for critique i do think you could lengthen the levelplay more by spawning more targets or faster, so there was more time to get into the gamemechanics and eased more into the final battle, also the connectivity between things feels a bit rushed, first you have to keep targets from bouncing into fire, then you have things falling on the ground, then you have a boss who keeps floating into air.

    but good start overall, keep at it!

  • ahh thx for the example, i needed to put everything in a subevent and then place the local above the subevent, i was placing it on the same level as my condition

    thankyou

  • its pretty good, you could now change the background image by a background cave scene and put a parallax effect on it, so it moves slower than your groundobjects, just click on the layer background and set parallax to 50,50 or something,

    you can also use the tiled background as solid object, this repeats the image you put in it like a ground texture for example

    also make a top layer and call it UI or something and put text and lives on it and set the parallax to 0,0 so it wont move with the scrolling

    ow and maybe set the layout scale a start to "2" its so small now

    also put you playersprite on the main layer now its on background

  • use system under loops > for each

  • no function yet in c2

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  • i realise that, i put it inline like a subevent under a condition, then i expect that i can change it somewhere in that condition group, have you been able to use it?

  • wow this is great!,

    but could it be that it doesn't react to mouse input or mouse position?

    tried on mouse down, draw point at mousex mousey but nothing..

  • yeah but that i know, but where can you use it or change it, or is it suppose to be only a static number

    if you do a set var... where can i find that local number

  • not sure if it will work like that but this maybe helps

    system 'for each sprite' and then system expression 'loopindex'

    loopindex gives you the number of current loop

    so you could say in the for each loop , set position Sprite.x * loopindex and sprite.y * loopindex so sprite 1 will be x0 y0 sprite2 x10 y10 sprite3 x20 y20

  • do this,

    make a globalvar "randomnr" and a textobject

    then system every second set "randomnr" to ceil(random(0,10))

    and every second set text to randomnr

    then you will see exactly how the random number is generated

    the expression "ceil" wil round a number like 0.3564 to 1 (always the upper integer)

    if this gives a correct number i dont see way i wouldn't work

  • if i change global variable into local, i can't find where i can change it, i went to system > under global en local, but it isn't in the dropdownmenu? did it miss something?

  • ah i guess you're right, and the content wouldn't stay in cache because off the canvas container then, okey