Horizon's Recent Forum Activity

  • Alright, simply put, this is the chain of events that I want to happen.

    User boots game > Game prints message from list every 2 seconds > Printed message is displayed in a box akin to that of an IRC > Depending on text, do action > Game prints new message.

    What I want to happen eventually be something like...

    I boot the game > You hit the lagiacrus for 5, you get hit for 7 > You have killed the lagiacrus > +50 Exp > Bar on top fills up with 50 XP > Game checks to see if that is good enough for the next level > If so, level up > You have gained 10 gold > Adds 10 gold to a stat > You have found a warm pelt > Adds warm pelt to inventory.

  • Thanks for the replies, but how do I set it so that the random message appears in a box?

    Also, how would I go about doing that rho?

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  • I want to set up a very basic system.

    Every second/1.5 seconds, the computer prints a random message in the allotted text box

    from a large series of messages, with each message having its own effect.

    Thats all I want it to do for now.

  • What it says on the tin.

    I plan to have a system where players collect cash in game and then use it to buy weapons/ buffs

    that automatically are on the player at the start of the next level.

  • BOOM! Short preview.. youtube .com/ watch?v=7_JM2Gnd3MU&feature=youtu.be

  • How do I do the following:

    Change movement keys to WSAD.

    Change the transition animations when switching layouts?

    Make a elevator sort of thingy.

    Make dialogue appear on cue?

  • Updated version with a small test area.

    https://www.mediafire.com/?1coj9jmtk6eoccw

  • There is pretty robust documentation on construct website. There are also multitude of different examples to analyse too. Would encourage you to just go trough them first and learn how the program works.

    One of the biggest problems no one realises is that because of such robust documentation and such a large flood of information, newbies usually don't know which is the best to follow, or even which works.

  • For the mirrored sprite upon hitting an angle, this ought to work:

    For the pickupable gun and the menu, those are two separate things <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    One approach just to get the simple pickup/gun fire working might be to:

    • Create a Global Variable 'PlayerHasGun1' or something similarly named
    • When Player collides with the gun sprite in the game, set this Global Variable to true
    • Destroy the gun sprite they collided with
    • Spawn a new gun sprite at a particular Image Point attached to your player sprite so that it moves around with the player
    • Make an event which says something like "if 'PlayerHasGun1' = true, when player presses (fire key), spawn bullet with acceleration 50 at image point 2 on the gun sprite
    • (Note: you also need to create separate events to check for any bullet collisions with enemies, and if collision is detected, destroy them)

    If you are going to have several types of guns, it may be worth having an array instead. Then you can look up certain positions in the array in order to see whether or not the player has that gun currently available.

    On that note, for the menu and gun selection, I would...

    • Create a global variable 'CurrentlySelectedGun' or something similar
    • Create a new layout before your game just for the gun selection.
    • Set up your sprites with an 'active' animation (gun available) and an 'inactive' animation (gun not available)
    • On the start of the layout, have the game check your gun array/global variables to see which guns the player has
    • Then you can set the sprite animation to either the 'active'/'inactive' animation dependent on which they have unlocked.
    • You can also then disable those sprites as clickable or not clickable (enabled/disabled) according to whether they've unlocked them
    • Then once a player clicks on a particular gun, you can set the global variable 'CurrentlySelectedGun' to whichever gun they chose and tell it to go to the game layout
    • At the start of the game layout, have the game check the value of 'CurrentlySelectedGun' and spawn the correct gun at an image point attached to the player according to which they have selected

    ...It sounds complicated, but actually, working your way through this you'll pick up a lot of the basics you'll need to complete the rest of the game <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> if you get stuck I can try to make a quick .capx prototype for you to follow.

    This is wonderful! However, I still have issues with the silly sprite flipping thing. Perhaps you can have a look?

    (This is purely a build to test/create mechanics, the sprites are all ad-libed.)

    https://www.mediafire.com/?1coj9jmtk6eoccw

  • Don't know how to get that to work; a little more detailed please?

    Also, how would I add a pickuppable gun/a menu where you can select the gun you want before the game?

  • How do I force the sprite to mirror as soon as it hits a certain angle?

  • About the AI:

    What should your enemy do and not do and when and when not?

    They should fire when player is in sight, move towards player when not, have minor stupidity (Inaccuracy etc).

    Very basic A.I to tide over till an update/sequel.

    About update purchase etcetera:

    Do you want a menu in which this is done or does the player upgrade his gun when walking over, should the player be able to switch guns at all times or just at certain places/times in the game?

    How and when does the player gain experience and how do you want this displayed, what does experience mean for the gameplay and how do you want this implemented?

    A menu akin to that of Strike Force Heroes upgrade system. Exp gain is from enemies killed. It must transfer no matter a win or loss and is displayed as a bar. Experiences preceedes levels which will allow players to buy upgrades and unlock passive bonuses. Cash is just for purchases.

    About Weapons equip coding:

    Instance variable weapon

    if player chooses handgun

    set variable weapon to handgun

    - if player variable is handgun

    trigger once

    set group handgun to active

    in the group handgun have all the events that are diiferent from when the player has another weapon.

    The problem is I plan to have helmets, armor, special ammo, and presets to weapons. Very simply put

    like strikeforce heroes.

    About character:

    Either create animations for all you want or have the hands head pinned to the player sprite..

    Another option would be to use an external program like Brashmonkey's Spriter to animate the player from loose parts and insert the whole in Construct2

    The problem is I cannot figure how to pin AND angle AND rotationally flip the hand + head sprites. I've tried.

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Horizon

Member since 28 Jul, 2014

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