Wolfy's Forum Posts

  • i was thinking that the path finding would be easier to do, i'll give it a go, i have 6 hours or so until my deadline so i should have time to learn it.

    Thanks again eli0s

  • I'm back again eli0s

    i have gotten all the shadows and cosmetics of the game done and i'm now trying to create the objectives that the player has to do and then AI paths for 2 NPCs and the enemy and then i'm finally done

    For the friendly NPC paths (they wont have any combat, they only walk along with you in the mission to a certain point and then end up dead/MIA) would i create their paths using the path finding ability or the custom movement, which one do you think would better serve the purpose.

    As for the enemy NPC they will be on a patrol path so i'd use path finding for that i think.

  • After taking a break and getting a coffee (i hate having to pull all nighters for coursework) and then re reading your post about the height difference, i think i have found the issue.

    I had it set up before so that i had stretched the same wall sprite to varying lengths to make it easier on walling off every room, i think the issue i had for the player seeing through the wall was because it couldn't cast a shadow over every part of the wall.

    Now using the boat as an example i tried creating a repeatable pattern to use for my walls and then leaving the dimensions the same throughout and now the room is properly blocked by shadow, although i have only tried a single room so far though.

    I'll let you know how it goes

  • i cant upload the capx, ive stripped pretty much everything from the game that is decorative, shrunk the layout sizes, shrunk and reduced the amount of sprites in the current area and it STILL wont go below 3.78 MB, the max upload limit is 2MB.

    I'll try to explain it as best i can:

    In terms of the effect im using on the player, it is identical to the boat.capx effect that you linked me, all the coding is the same.

    The wall has only solid and shadow caster behaviors on them, the player has scroll to, 8 direction and bind to layout behaviors, while the doors have Solid and Shadowcaster too. everything apart from the player bound to layout is identical in terms of behaviour. as for the code itself, it is also the same as the boat game as it had worked at first

    as for the game itself, the player can see through the shadow cast by the walls when they're close to said wall, this makes it so that the player can see through the wall. As well as being able to see through the wall, the player can see the doors through the shadows as well, although it is like that on the boat game and i could incorporate that into my game if needed.

    If i haven't explained it well let me know and i'll try again eli0s

  • The ordering worked, although i had originally done my idea, which served the same purpose albeit in a round about way, until i lost an hour and a half worth of work on sprites and some of the game itself due to a power cut.

    I got the game back to roughly the same place and some of the sprites but now i have an issue with the walls, the player can see through the walls when they're close to them, do you know if this is due to the walls being too thin or the player model clipping slightly?

  • i had tried the idea with the sprites but i had all the doors as the same object and it caused more head aches, the other thing though, that boat.capx has done the trick, mostly anyway.

    The only issue i have now is that one of my sprites turns completely black when i add the shadow caster behavior to it, i could probably fix this by adding an invisible sprite pinned to it.

    Anyway thank you for the help eli0s, this isn't the first time you've helped me and knowing my luck it wont be the last

  • Here is the CAPX (if i did it right) and remember it is for personal use and i'm not planning on making money or anything like that because of the copyright infringements or whatever.

  • First thing first, I'm working on 2 games at once, which is why there are 2 topics by me and unlike my over game this one has a much simpler concept. This game is for a small college assignment.

    (Skip to the bottom part if you just want to know the question and can't be bothered with the concept)

    The question i have is of a cosmetic nature and wont affect the game play if i cant get it working.

    So that you can get an idea of the game, the player is on an abandoned ship trying to get the flight recorder, there is no power on the ship and most of the doors are sealed, either by debris or they're locked. It's a top down game, meaning the player has a birds eye view of the map.

    As the theme is on an abandoned ship i have created a sprite that has a slight transparency on the outer edges and nothing in the center and then pinned it to the player, this makes it look like the player has a torch on his suit.

    Now onto the question, is there a way i could make it so the player can only see into the rooms when they have opened the door?

  • how would i go about uploading the CAPX?

  • The game im making is the same one i've been doing for a while (I lost my USB so lost the game), it is a multi-player side scrolling game where the players have to jump and dodge multiple different objects while their score increase.

    Some of the issues i have run into when trying to finalize the game:

    1) i cant figure out how to get the player's score to stop after they have died, i wanted to create a game over screen that shows the player their score. when the player gets game over their characters sprite and hitbox are destroyed. I've tried stopping the variable from adding this core on but it just keeps increasing the number, following on from this, i assume that i'd just get the variable's information from the variable itself and then put this with the game over screen. Correct me if i'm wrong on that one please.

    2) Instead of making the game spawn a new sprite and having to create a lot of code to allow said sprite to target 2 different targets, i decided to create a turret, it spawns the bullets correctly as well as aims at the nearest target out of the 2 players, but then the bullet decides to just fly of the side of the screen as appose to firing at the nearest target. i have tried a few things but the only thing i got to work was when i set the bullets angle towards one of the players, this lead to only that player being targeted though, which is unfair in a 2 player game.

    3) following on from freezing the score after death, i want the multi-player version of the game to freeze the player that has lost and then after 5 seconds respawn the player that got hit and continue on with their score, if both players are hit at the same time then the game ends and it displays the scores and shows text to say who the winner is.

    4) This part i have started on and just want to confirm that i'm doing the right thing, i have created a sprite that serves as another object the player must evade, this sprite is meant to wander around the screen in a random seeming motion, i would create this with the sine behavior right?

    Sorry for the big post as i haven't had the game to work on for a while and thanks for reading, any help you can supply would be welcome

    (edit: helps if i remember to put something in the subject line)

  • A few more things i need help with if anyone knows how to do them;

    1) i have made it so that the floor scrolls with a custom movement behavior, it makes it look like the characters are actually running, the only issue I'm having is getting it to continuously flow. I added an event that makes it so that every X seconds it moves back to its starting position but it's too noticeable during game play, is it possible to make it so it flows any other way?

    2) regarding the flooring again, would it be possible to break up the solid floor every so often with a gap, im planning on making it an area where you have to jump onto platforms to make it over the water, i'd have to remove the solid effect on my invisible background at only that part i think.

    Sorry if i haven't explained it well, i'm not that good at either construct 2 or explanations in general. if you need anymore information i'll try and help out on my end and thanks in advance for any help or even just looking at the post.

  • alright that fixed it, thank you for the help eli0s

  • okay, by using the link you sent me i managed to get the timer and score working for the game, the new problem i have is with the Player2 controls. it moves correctly when i use WASD but for some reason when i use the arrow keys to control Player1 it also moves player 2. I cant seem to find what is causing the issue by using the link you sent. the WASD controls only move the Player2 but the arrows move both :S

    i tried checking the behaviors but they're the same on both my game and the example one, as for any differences the only thing i have is an animated sprite pinned to both but i don't think that that would actually change the controls as it is a separate object

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  • i cant open the file you linked as it was apparently released in 167.2 and i have version 163, but this is the newest version i can get :S

  • Hello again people, i recently found time to work on my game again and i'm stuck trying to figure out few things:

    1) I'm trying to make the game 2 player and i'm wondering whether i'd be able to assign the platform behavior to the second hitbox but have it set to the WASD controls as appose to the arrow keys

    2) I can't seem to get the score to work, i have it set up with a text box and a global number as well as a timer to increase the score every X seconds but the text box doesn't display it.

    3) And finally (although not a how do i part, just more of an opinion part) do you think i should give pikachu a hat, possibly as a power up? (remember i'm not making money from this and it's for my little brother, so it's only home usage)

    Thanks for reading and if you have an answer to one of the 3 points please put the number in a bracket so i can check with more ease.