YoHoho's Forum Posts

  • I'm looking into adding a feature where the game screen will ZOOM IN on the Mario object when it hits and destroys the enemies, along with slowing down the speed (a slow-mo action shot). I also want to reset the slingshot mechanic which I can get to work. Any help would be appreciated.

    https://www.dropbox.com/s/q7x55w4n2zujdsj/Mario%20Strike%20Test%201.1.capx?dl=0

  • Now that I have the 'slingshot' mechanic working that allows the sprite object to fly and bounce around the layout hitting other objects, I'm looking to have the catapult sprite reset its location to where the Mario sprite object ends up after it loses all speed. I also want the screen to shake whenever the Mario sprite object hits the other sprite objects.

    Any help with this would be appreciated.

  • "2. Have a separate Layout just for graphics, therefore they are always available to the project."

    ... You can do that? Why hasn't this been mentioned in every tutorial I've watched? Good to know.

  • OK, I was able to get the slingshot mechanic working using the 'catapult game' template. Now I'm looking to change things with the physics and such.

    1) Once the player 'lets go', the sprite object with slide across the layout like a puck on an air hockey table, hitting other sprite objects and ricocheting off of walls.

    2) Gradually, the sprite object loses velocity over time (would like to be able to adjust this for different sprite objects)

    3) Once the sprite object comes to a complete stop, the player is capable of performing the 'slightshot' mechanic again on it.

    This is the point where I'm not sure what to do. I thought the 'slingshot' mechanic wasn't working with my sprite object until I changed its properties. Is it better to change the sprite object's properties or to change things in the Events?

  • I'm looking into figuring out how to accomplish the action of a slingshot pull -> launch mechanic.

    These are the steps:

    1) Player mouse clicks down (holds down) on the sprite object

    2) Player moves cursor away/around sprite object

    3) An indicator of direction/force is shown to inform the player of what direction/how far the sprite object will travel

    4) Player unclicks the mouse

    5) Sprite object flies off in determined direction with indicated force

    6) Sprite object bounces off of walls/objects until its velocity runs out

    I want to say that I am just surprised at how far I've gotten with creating working game builds using Construct 2. I have no idea how people can use 'That other 2D game engine with the G and M words'. It just made me crazy even following a tutorial.

  • What exactly is the event for showing the laser bouncing in the reflected direction? I was following a physics puzzle game tutorial that includes such a mechanic and I wanted to implement a "laser guide" system that shows the player where the ball will bounce to.

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  • I really like how this turned out, and hope to work on something with your template in the future. I do have a few ideas.

    • Kill Focus Camera (the camera zooms in on the enemy OR player kill, showing it in slow motion)
    • Optional Limited 4/8 direction attack aiming (I'm one of those gamers strictly playing on consoles; mouse aim will never work for myself and many others)

    That's all I can think of without giving ideas specific to my own game mechanics I'd use in my game.

  • Yup, that worked. I didn't think of combining those 2 things. It also fixed my original "Pin to Object" problem when the "Arrow Lines" actually detached from the "Arrow" objects once the 1st one was destroyed. Thanks for the suggestion.

  • https://www.dropbox.com/s/94zr7wuf61m3vmk/MusicGame%20Test%201.capx?dl=0

    Not sure what happened when I originally tried to post this so I'm trying again.

    I'm trying to use the "Container" property to attach "Arrow Lines" to my multiple "Arrow" objects with a Bullet behavior. For some reason, I can't see the "Arrow Lines" attached once I start the build. I checked in the Debug and the "Arrow Lines" are there and they are destroy once the "Arrow" objects are destroyed.

    Still, I can't see the things and I need them to be visible so I can test my game mechanics. Any help would be appreciated.

  • Short answer is no on the webGL stuff. Trust me.

  • Maybe you can try "Pin Object" for the item when performing a "Grab Item" action, followed by the "Unpin Object" when you perform a "Throw Item" action?

  • Thanks for the responses. The .capx file looks a little off but could probably be adjusted. I will definitely try out both suggestions when I get a chance.

  • I'm thinking of ideas for game mechanics and one of them has the player using a magnifying glass object moving around by mouse to find another object. Have any developers here created a game build that simulates such an action? I think I have an idea of how to achieve it with events but I wanted to know if anyone else has done this. Any help would be appreciated.

  • Seeing as how you're developing this, you must know about the many bajillion match-3 games out there and how they actually work. I... don't. What exactly is the gameplay system/rule set that most of these games follow? Is your game build following a particular game and will it be possible to adjust things to a developer's own rules?

    I'm totally looking forward to working with your game build/template in the future.

  • "Use multiple Event Sheets - this will enable you to try many different variations of game mechanics by just 'Including' the relevant sheet. "

    This is something I've only recently seen used in another developer's game build. It's actually the reason why my attempt at replicating it didn't work properly until I used the "include" event.

    I'll definitely consider the separate even sheets.