Chris PlaysOldGames's Recent Forum Activity

  • I threw together a quick capx of what I was talking about, maybe it will help you get started.

    Since capx uploading is still bonkers.. here is a goggle drive link: https://drive.google.com/open?id=0Bx-ufu2WID53dGp2N3I2VnVXU28 (click the download arrow in the upper right corner of screen)

  • Try reading this, it may help find where your issue is: https://www.scirra.com/manual/19/actions-conditions-and-expressions

    If nothing else it bumps your question back to the front page...

  • The problem here is that most times when a game doesn't load its either because of a browser incompatibility issue on user end, slow loading due to user connection, or an unexpected bug in your latest upgrade... only one of these you can control and easily detect... the last one.

    No matter how cool of an event you make detecting load issues, if the game fails to load it will be moot.

    I would focus on making a game that loads snappy with no bugs and make it look cool enough that users try another browser if they fail to load the first try.

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  • You would have to use a separate save type and save out to a file that is persistent on a server somewhere.

    Check this tutorial, its about highscores but the principle is the same.. persistent data: https://www.scirra.com/tutorials/346/online-high-score-table-ajax-php-mysql

  • The condition with the red X is using the invert option. You get it by right clicking on a condition and selecting "Invert" from list of options. It is handy for this type of logic.

  • There are several ways..

    I would just grab the current X,Y (and angle unless its always facing one way as in a side scroller) position of the player somewhere in its transforming state and then use an event that triggers at the appropriate time in the transition and spawns the new sprite at that time at those coordinates.

    You could also fire an event off the player sprite that uses action [Spawn another object] and choose the appropriate image point for where it come in (usually center 0). You could pop it in at end of transition, start it off invisible and then change to visible at end of transition, or start at opacity 0 and slowly fade it in by incremental opacity changes..

    it really depends on the look your going for.

    In my space shooter linked in my signature below all the available weapons are always attached to the player from the start of the game. I simply turn them visible when they are activated and back invisible when deactivated. That said, you could have all the available sprites pinned to your player with position and angle from start and simply set the ones you want visible at the appropriate time while setting the Player/last transition to invisible.

  • Custom movements are an extensive project and the movement behaviors we use with Construct2 are quite extensive code blocks.

    The key to making a custom is to figure out exactly what "feel" your going for and work it till you achieve that feel.

    In my crude example for instance you could make the angle change occur over time thus slowing the instant change or add in a lag when key pressed to make it less responsive. You could also add your own momentum slide by continuing forward motion slightly as the sprite is being angled.. it all about making it feel like you envision.

  • Construct2 can easily do it but you will need to get organized.

    I would look into a sprite animator like Spriter for your characters. This would allow you to make all kinds of attack/block etc animations once you built the basic sprite parts for each character. Spriter also works with COnstruct2 and has its own event handlers... and you can usually find a bundle deal in Construct2 store for it.

    The attack triggers like you mentioned are really easy.. simply make variables for each such as "SuperSmackDownPunch=0" and increment with each defined keypress (ie. SSDP triggers with keypress 1) so when user presses 1 it adds 1 to SSDP variable and sets a timer to set SSDP back to 0 after 1 second... and another event that listens for SSDP (or any other) to reach 4+ then fires off the attack if true...

    AI is very doable as well with lots of tutorials on it.. So all in all.. I would say draw up an outline of what you need to accomplish and attack it part by part.

  • I don't believe this is possible.. and even advisable since you would be forced to restart the device to quit.

    I had the same issues with my son using this ipod touch at 3YOA.. but they learn quick what buttons do and not to press them once they are engaged.

    The real problem comes with poorly designed interfaces like my Galaxy tablet that put the home and back buttons right where most movement controls are in games..

  • I threw together a quick capx that simply uses angle changes to represent what I think you mean control wise.. of course it would need lots of fine tuning and isometric sprites to represent sides of vehicles on 45 degree travels, would simply change to that frame upon left/right keypress.. and drop a skid mark sprite in left/right turn direction as well... (if I was looking at right screenshot of tiny car game).

    Construct2's forum file attaching is obviously still broken... here is the capx in my dropbox: https://drive.google.com/open?id=0Bx-ufu2WID53VlV1SnREQWhpSTQ (click the download arrow in the upper right corner of screen)

  • Ok checked out the screenshots, why couldn't you just use vehicle behavior?

  • Sprite overlap is something I have struggled with for a while. I have pulled it off several ways by checking overlap and angle of collision and then moving them apart or doing an On every tick-while-overlap move away x but you have to rerun any movement/control events or they stop working like you encountered.

    Glad you were able to hack it with 2 behaviors. It would be nice if a behavior coder made a behavior that allowed us to make a sprite behave like its "solid" when it comes to overlap but not affect the physics Solid behavior.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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