Chris PlaysOldGames's Recent Forum Activity

  • [quote:35dojwle]That's a lot of events instead of

    Splatter on created

    • splatter set frame to : choose(0,1)

    I knew there had to be a more efficient way to use choose.

  • You choose the frame you want displayed via actions after you have set animation speed to 0.

    If you want it to be random you will need to put an instance variable in the object called something like splatter then On created event have it do a choose(0,1) action and set the zombies splatter variable at creation to 0 or 1. Now in the zombie die event add two sub-events with conditions of splatter = 0 then action set frame 0 and condition event splatter = 1 set frame 1 actions.

  • You hear time and time again that you should never make your art first, build gameplay first. I have been starting games for years and slowly grinding to a stop because I start working on the art and never get back to designing my game idea. When I came over to Construct2 from Torque2s/3d, Unity, Stencyl, Game Maker, and even some CraftStudio I decided to make a learning game and only use art I made in the internal sprite editor. It was pretty fun and I stuck to it and finally released a pretty stable 100 level side scrolling space shooter using just Construct2 editor art. It was so much easier when I didn't worry about my art and just focused on gameplay.. the art turned out pretty cool and game is actually fun I hear.

    My advise would be to do the same, make generic art using ediitor even if its just stick figures. If your gameplay is a super fun hit you can always find or hire an artist.

    My game is on the arcade and link is in my Sig below if anyone wants to see my uber cheesy editor art.

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  • You will need an instance variable that stores the damage (power) build-up and then whatever method you use to knock-back/up (8-way, pixel based, custom movement, bullet behavior, platform behavior, physics, etc, etc) you would use the damage (power) instance variable in the condition for various strengths...

    Add the physics behavior and apply a one time force based on instance variable level with X,Y vectors should do the trick.

  • Sounds like this tutorial is just where you need to start:

    https://www.scirra.com/tutorials/37/beginners-guide-to-construct-2

  • Yeah after hearing exactly what your doing I don't see how you can optimize it further.

  • In case you don't understand the picture...

    The collision bounds are inset so it never detects the collision with other box until is IS overlapping.

  • Do they all need to be updated at once, could you divide the updating between events at different times or even filter out items that haven't changed since last update?

  • The scroll-to behavior works on whatever object it is assigned to. The trick to having the view ahead of the player is to put an invisible object with the scroll-to behavior on it moving along in front of the player where you want the center of screen to be.

  • Hmm, I tried and tried to get it to stick after I fixed the event nesting issue and it never would.

  • Are you asking for help in how to do this? Or are you looking for someone to do the work for you?

    If your looking for advice then start in the tutorials for the platform behavior. The platform behavior is very easy to use and gives you the ability to change jump parameters to your liking using events and actions. The charging bar can easily be built and multiple tutorials and .capx exist for it as well.

    Matter of fact, this thread with a .capx I made in it does most of what your asking for, and even uses the platform behavior:

    https://www.scirra.com/forum/viewtopic.php?f=147&t=118158

    I am not meaning to sound harsh, but if you don't learn to do these fairly simple things yourself you will never be able to get far even when people provide you code for specific issues...

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Chris PlaysOldGames

Member since 22 Aug, 2014

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