Chris PlaysOldGames's Recent Forum Activity

  • Add condition to on created that uses an inverted is overlapping... then it will keep creating but only place if not overlapping.

  • every x second is under system events.. the cog wheel icon. It has to be a primary or secondary event, you won't find it under actions or not primary/secondary events.

    I think from your post what your actually wanting is for the player to fire a single bullet by clicking and have to reclick for each shot... however you don't want them to be able to do it quicker than once per second... ?

    If that is the case you will want to use a Boolean instance variable on your player, lets call it "hasFired=false". Now move your current Wait-1 to beneath the fire bullet action and add an action "hasFired=true" before it and a hasFired=false after the Wait.

    On mouse click fire bullet

    hasFired=true

    Wait 1 second

    hasFired=false

    Add a second condition to Mouse click fire bullet (right click on,above or below the little green arrow on left side of condition space and select add-new condition)

    that condition will be hasFired=false.

    Now when the game starts the player can shoot by pressing mouse button because "hasFired" is false by default but once they click button and fire a bullet the flag hasFired will show true and clicking will not do anything but once a second passes it will work again because hasFired will again be false.

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  • [quote:7h89sydn] I wanted to press up at the just goes up to the next level without having to hold up, BUT nevermind that

    Yeah I wasn't sure exactly what you envisioned. I will play around with a more snappy method. How many platforms will there be?

    Here is the variable version where the point giving block is not destroyed, its very simple.

    https://drive.google.com/open?id=0Bx-ufu2WID53dTVaVDUtclJVUzA

  • My wife was yelling at me to come downstairs and take the trash out.. I didn't have time to think it through logically.

  • Here is a very rough code that adds to a score variable while the car object is moving but not facing forward.. aka drifting.

    You would need to tweak it to get your exact feel though. I used globals for simplicity.

    Pic:

    https://drive.google.com/open?id=0Bx-ufu2WID53ODhMcWRrbWo3SGc

  • Several ways...

    Built into the touch and mouse objects are "On-object-touched" or "Is-touching-object" and "On-object-clicked" or you can do a Mouse-button-down&Cursor-over-object condition.

    Or you could use an instance variable inside all your objects for IsSelected=0 and change just the selected object to IsSelected=1 when you want it to be controlled and toggle off when out of control... your control events would just need to condition for "IsSelected=1".

  • You won't be able to do this grabbing them as a family... since the whole purpose of the family is to allow you to act on whole groups of objects together.

    However, you can still pick items from inside the family themselves without using the families pick...

    If you only have 2 inside family then make two events, one saying in item1 overmaps, item2-set angle and another with item2 overlap and item1 set angle...

    unless I am just not understanding what your trying to do.

  • Many ways, so I will ask...

    Are the heart separate objects (sprites) or instances (clones) of a single sprite? Or is it a single sprite image with 5 hearts?

  • I have taken a look at Prison Architect and read through your concerns.

    [quote:1ionjnwm]I'm wanting to create a game, I suppose it would be similar to Prison Arch in a way, with multiple units and the ability to build rooms and asortments within it.

    Drag and drop behavior and grid would allow modular building pretty easy out of the box but you may want to event build your own building system as well (which is totally doable in C2)

    [quote:1ionjnwm] Would this engine be able to support a large quantity of units with seperate commands (Assuming the AI is good)?

    Yes. The AI in PrisonArch looks like a pretty basic logic tree.. no prob in C2. Large numbers shouldn't be too much of a problem unless your launching on older mobile devices. But there are lots of tricks to keep things from bogging down.

    [quote:1ionjnwm]Would I be able to have seperate menus for things such as research and worlds maps? Can I set up a nice UI with the corrisponding buttons?

    Yes, and Yes.

    [quote:1ionjnwm]Can the tiles be reduced in size for a smoother look? (This was mearly because of what I've seen the tilesets seems very blocky and I was after a more smoothed non-pixelated look)

    I haven't used tilesets but from what I understand you can use whatever tiles you like to get whatever look your after.

    I would suggest like the first poster that you play around with Construct2 event making for a few days and make sure you like "programming" in it.

    I will add a personal note as well... I have used basically all game making software out there over several decades (starting with programming in Turbo basic http://en.wikipedia.org/wiki/Turbo_Basic)... some examples... game salad, game maker, stencyl, craftstudio, blender, unity3-5, rpgmaker, etc. I like programming in code but I like the ease and organization provided by visual options more. I ended up in Construct2 for two reasons. I love the event making system of "coding" it is soo much easier than game makers version or stencyls visual scripting or the 2d in a 3d environment of unity. The second reason is the active community and ongoing development with very active devs.

    All that said: If I was going to build a Prison Arch game I would build it in Construct2.

  • I can only assume you are doing this as a way to limit the number of bullets that can be shot?

    Or do you have 5 bullet "icons" at bottom you are wanting to count down as player shoots?

    If its the first one then use a variable Shots=5 and subtract 1 from it each time the player shoots and conditions out Shots=>0.

    If its the second option then use a system picking event starting at the far left (X=0) and pick "furthers instance from X,0" then destroy and repeat each shot.

    I would also suggest reading the Manual under "How Events work" and focus on the "Picking" of instances area... makes picking specific instances/copies much more understandable.

  • For example... if you had a isometric house with a roof sprite and a front door area. In Stencyl you would put a region on the front door and link it to the interior region.

    In Construct2 you would make an invisible trigger sprite in front of the front door and have it running an event that uses "Is overlapping Player" then set player invisible (or destroy and respawn at new coordinate...) and change his position to interior X,Y coordinate and set roof sprite to invisible (or to another invisible spawn "region" sprite) then set Player visible again.

    You could have any number of other things happen... like on initial overlap it simply sets variable to "atDoor1=1" and then pop up a dialog or whatever and later if condition is right.. say lock picked, or accept invite inside, or whatever then activate your move to new area code...

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Chris PlaysOldGames

Member since 22 Aug, 2014

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