Zed2100's Forum Posts

  • Thank you all for your feedback !

    I wrote an entry on my blog about the game and its development. I talk a bit about my experience with Construct 2 and the mobile export, as well as my biggest challenges and most enjoyable moments.

    Read the blog post here

  • Just made a trailer video, check it out : https://youtu.be/86K0xceb144

  • This can easily be done by using game states. I recommend you read about the state pattern in programming http://en.wikipedia.org/wiki/State_pattern

    In construct 2 you can do it by creating a variable named "state", set it to (for example) "playing" on start, and to "shapeshifting" when the player is in the contextual menu.

    Use this variable to change the behavior of keystrokes, for example, if "state=playing" and left key is down, do this, and when "state = shapeshifting" and left key is down, do that.

    I use game states a lot and I think it is very easy once you break it down to simple states. Good luck.

  • Q1 : it is a bad idea to use "wait", if you click again while your magazine is empty and the gun is reloading, the actions will be executed as much time as you click.

    Set a variable named "reloadTimeLeft" to the number of seconds your gun needs to reload. Then subtract "dt" from it every frame. Don't allow the gun to shoot while this variable is greater than zero.

    Q2 : you obviously have a problem with the way Construct 2 performs string concatenation, see the manual entry for strings, also, I believe there's a tutorial on advanced expressions that talks about it.

    Q3 : IMHO leave the shop for later when you get a bit more experienced, try to tackle the basics first.

  • For the balls you could use the Physics behavior with a circle collision shape and zero gravity. To hit a ball simply apply an impulse to it.

    Everything including collisions, responses and such is handled, without your intervention, by box2D through the Physics behavior. Good luck.

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  • I've had a problem like that before, here's my solution :

    • Create a Sprite named "Arrow" and load it with an arrow image (google it or make it yourself in paint or inkscape)
    • Set its origin to "left"
    • Set its position to (x1,y1)
    • Add action "Set angle toward position" and set the parameters to (x2, y2)

    That should do the trick. A more advanced solution would be to create two separate sprites for the arrow's head and the arrow's body : "ArrowHead" and "ArrowBody", You would apply the above solution to the arrow's body, then simply place the arrow's head at (x2, y2) and set its angle to "ArrowBody.Angle".

  • Hello, I'm a game designer, programmer and artist. I have been using Construct 2 for +950 hours since last summer (as my steam account shows), I spent most of my time learning and experimenting, and now I hope to publish some games ! Finishing a project is a lot more challenging that starting one, that's for sure !

  • The condition "on collision with another object" should only pick the instances of Enemy that collided with your player.

    Don't use the Player's "is overlapping with object" condition, it doesn't pick enemies that collide with Player. If you really want to use it, combine it with "System.For each(Enemy)".

  • LittleStain dynamic layers are pretty common in mainstream GUI programming, so why not have it as well in Construct 2?

  • The limits of what you can achieve with Construct 2 are up to you. What you describe is perfectly possible, maybe you will be the first around here to make a strongly story driven platformer. Go on, do it, and when you're done, tell us about it, I personally would be happy to play your game.

    "can you make the game be a pop up window?"

    This is not something you do in construct 2, you need to use the javascript function "open" or something similar.

    http://www.w3schools.com/jsref/met_win_open.asp

    Construct 2 exports the game as an HTML5 web page, you can do to your game anything that can be done to a normal website using php, asp.net, html, javascript and css. Of course you need to know a little bit about web development, there are plenty of tutorials for that, just google it.

  • I've previously made some plugins of my own and tried to do something similar to what you say, but there is no way in the javascript sdk to manipulate layers, so a plugin can't do it with construct 2's layouts.

    Reference : https://www.scirra.com/manual/26/runtime, https://www.scirra.com/manual/27/layout

    However, a plugin might use its own layer system, I don't know how to do it but I guess it is possible. But this layer system will be different from the one used by construct 2. Therefore you can't access these layers using construct 2's editor.

    Anyway, I'm getting off track here. I also wanted something like that for a while, not only dynamic layers but also dynamic layouts. It will be very useful for creating randomly generated worlds, rogue likes, sandbox games ... etc. Maybe you can post it as suggestion to be added in future versions of Construct 2 (or maybe Construct 3).

  • Check out Spin Shot on Google Play Store!

    Play it here : https://play.google.com/store/apps/details?id=com.gameplaypassion.spinshot

    Leave your feedback here :

    I hope you enjoy my little game, don't forget to rate the app! Have fun!

  • Get your guns ready for the ultimate fight against waves of monsters!

    Get Spin Shot on Google Play Store : https://play.google.com/store/apps/details?id=com.gameplaypassion.spinshot

    Video trailer : https://youtu.be/86K0xceb144

    Spin Shot is an action-packed shooting game where you fight hordes of monsters. This game does not play like your usual shooting game, you will need good reflexes to beat it. Your character is constantly spinning around, touch the screen to shoot, choose the right moment to inflict maximum damage.

    Survive as long as possible. Every monster you take down adds points to your score, get the highest score possible!

    Features :

    • Intuitive one-touch controls!
    • Simple concept that anyone can grasp!
    • Absolute destruction at your fingertips!
    • Endless play, it all depends on your reflexes!
    • Varied and randomly generated waves of monsters!
    • Designed to be played in short sessions!
    • Variety of foes each with its own patterns!
    • Kill zombies, bigger zombies, spiders, golden scarab beetles and ... more spiders!
    • Explode rockets in mid-air! BOOOM!

    Click here to read my blog post on the development of Spin Shot

  • "Enemy" and "Spawner" are technically just sprites, you can create them using the system's action "create object".

    Now about "killing one of them", I think you may have to pick the object beforehand. If you simply call the destroy action on an Enemy, it is natural that they are all destroyed afterwards, because all your Enemy instances are picked.

    Use the event "pick by unique ID" of your Enemy object, or any "pick ..." event in the System object to pick a single instance, or a group of instances, upon which you wich to apply the "destroy" action.