Chris PlaysOldGames's Recent Forum Activity

  • Can you add your .capx file, not

    wrapping my head around what your asking...

    Go to file-save-save as single file and upload it using Full Editor here.

  • Sounds like you are trying to do something similar to what I did in my space shooter (in my signature area). When my player dies he is invulnerable during the respawn period for a few seconds.

    I ended up using a variable for vulnerable (yes/no) and a set opacity 0 (I used set visibility but same thing really), respawn player (who is set invulnearble but invisible), Wait 3 seconds, set player to visible and then variable to vulnerable. In my damage event I simply check whether player is vulnerable before allowing damage.

    You could do something similar just using opacity instead.

  • One work around:

    Make a global variable called something like TimeSincePressed, have it increment (using Add to variable) 1 per second (using Every X Seconds) and reset it to 0 each time a movement or jump key is pressed and also when it is released (since it is very unlikely someone would move in a direction on a platformer continually for over 5 seconds.. if so you have some serious boring gameplay ). Have your Idle event not do a wait but simply check every tick for the value of TimeSincePressed and if greater than or equal to 5 then fire it off and if lower ignore via a return in else statement.

  • One way would be to make a variable that stores whether the player has the object or not (1 for yes, 0 for no) and make an On-overlap event on the barrier that checks the variable when the player sprite overlap it. If player is determined to have object then move him x number of pixels past, or teleport him to other side via a respawn event. Since the barrier can then stay solid the enemies will never be able to cross.

  • Make a HUD layer and set its parallax to 0,0, put all your HUD stuff on this layer and it will stay in place. Just copy the layer to each new layout along with its event sheet and use global variables.

    There are a couple of programs out the for making sprite sheets of 3d models, off the top of my head I know of SpriteWorks http://www.garagegames.com/products/spriteworks its $49.95 on garagegames website, but there are others. Jut Google "3d model to spritesheet".

  • I recommend reading this handy article and see how Construct2 uses "picking", this will help you get an idea of what is going on and how to work with it:

    https://www.scirra.com/manual/75/how-events-work

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  • You will need the speed to be set inside the spawned enemy in a [On Created] event that way each new instance overwrites the default speed value with the new one.

    You will need a global "Speed" variable.

    Make an event that increments the Speed variable every 5 seconds with action Variable Add: -100 (If your going right to left you will need a negative speed value).

    Set your Enemy bullet speed to 0 in inspector and set its speed after creation using On-Created event: "On-Created - Set bullet speed -400+Speed.

    Now just spawn away. I made a small .cpax that shows my work. Maybe this will help get you headed in right direction.

  • Did you try mine?

    https://www.scirra.com/tutorials/1152/i ... simplified

    It comes with a working .capx example.

  • In order to pick a single instance is Construct2 you need to reference it in the conditions portion of an event.

    If you use on-mouse-click instance type the specific instance you click on will be "selected", you would then have your event continue on to modify the instance variables of the selected instance via sub-conditions/actions attached to the same On-click condition... of course each instance will have to have all the necessary instance variables

  • The only thing that comes to mind would be to pin them all angle/position to image points on a hidden (collision free) spite and then move that sprite...

  • /necro hominus dominus I raise you from nearly dead

    Unless I totally missed something, why not make a System-set layout scale (.01 or whatever) in a debug spot with a keypress trigger and then just go through your levels at runtime using your debug to take screenshots. Just pick a scale that allows the layout to fill the screen like you want at maximum zoom.

  • I agree with ArcadEd, Unity would be a better choice.

    First though I would go hold my head under the water in a bathtub for 5 minutes.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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