Chris PlaysOldGames's Recent Forum Activity

  • I currently have no plans to update or add anything to it. It is feature complete for what it is... which is basically a small example of what you can throw together with C2 in a few days...

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  • You can control flow quite a bit using groups that you activate and deactivate as needed to compartmentalize things you don't want activating until you want.

  • But does C3 correct this problem...

    I would recommend playing around with the free version of construct 2 since it has more tutorials and if you like the environment then try the free version of 3.

    Worst case scenario you like construct 2 and decide to buy it, then you are out $99 for a lifetime version of Construct 2... but you will (should) get a discount on your first year of construct 3 subscriptions of around $50 bucks for the first year (with purchase of C2). Construct 2 will be supported for quite some time and will import directly into Construct 3 as long as you don't rely on too many third-party add-ons.

    I am on the fence about C3 along with quite a few others. As a hobbyist, C2 does all I need and C3 will "feel" for all intends-and-porposes like a beta for at least a year or two with very limited information and tutorials.

    I may one day move up to it if the right project comes along but it won't be until Paypal is supported or monthly subscriptions were a thing (which they say they won't).

  • Most behaviors already use dt.

    But if you want to control dt you can use On-Start of Layout>System set dt

  • If the Bird on collision event was separate from after the Bullet collision event then most likely the issue was that sometimes the bird would be destroyed by the collision before the other could be triggered and very occasionally not.

    The key is to put them all in one event...

    Bird on collision with bullet

    -bullet destroy

    -System add 1 to score

    -bird destroy

  • I have been having good luck importing them into Unity and then using the $5 Sprite Maker tool (https://assetstore.unity.com/packages/t ... aker-15688). It will take and make a sprite sheet out of each animation for you from whatever angle you like (or multiples at once).

  • Is the animation set to loop or play once? I believe they are set by default to play once and you may be missing it.

  • Are you referencing the correct variable in your Scirra arcade event?

    [Submit hi-score of MyScoreVariable to leaderboard "BuggaRunner"]

    Also, make sure you are re-importing the new version to the arcade before testing.

    Can you post your .capx file? Save out as .capx and then host via Mediafire, one drive or another free host?

  • I assume you have the scirra arcade object in your project.

    Otherwise it sounds like you did everything it needs. My advice would be to carefully double check spelling of your leaderboard name and the passed name. You may also want to remove the - (hyphen) if all else fails. I kept my passed name and the leaderboard name to old style file name convention... ie. no spaces ThisNameScoreboad. Since I am old school and didn't want to risk Construct2 not understanding spaces... but not sure if that is necessary. You could try that too as well.

    Also once you get them in you have to shut out of arcade and then re-run to get them to store the score and even then sometimes my score would appear quite a while later.

  • Layouts are like scenes or levels in other game design programs.

    You can use one layout to design your whole game if you like (my Capt. Doe Saves the Universe is one gameplay wise... I use two more though one for options/help menu and other for splash screen... I think in Clicker Wizard I used just one layout and used a layer for splash screen...).

    If you made a game like angry birds for example, each "level" would most likely be a new layout you designed. Same with a platformer like Mario.

    If you made an infinite runner/jumper like flappy bird you would only need one layout and spawn objects on it.

    Each layout can have layers, so each one is a new canvas to create on. Objects you spawn into the world via events only have to exists at runtime somewhere on a layout so some people make a specific layout they use as a sprite storage only... You can use the global layout toggle to make the status of items on one layout be remembered on future layouts as well.

    Each layout can have its own event sheet if you want too.

  • I can think of no other way for platformer. You will need to simulate the controls using the platformer events and tweak the collision (I would use on-overlap with invisible trigger sprite) until it works like you want. You are basically scripting AI like you would for enemy behavior except for player.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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