Steven's Recent Forum Activity

  • On the project tab, (which is the window on the right, tabs along the bottom) you just right click on 'layouts' and click add Layout. Alternatively, you can click on a level name(just below 'layouts') right click and choose clone.

    For the menu, create a sprite for a button, then set up in its event sheet something like

    • onclick - go to next layout
  • I would get stuck into this idea with lots of variables. Each character would need a set of variables, health, attack, speed, dodge, luck etc etc which you would calculate together for each desired result.

    Like so

    PlayerAttack(2)*PlayerAttackSpeed(2)+PlayerAttackLuck(random(2)=5 - EnemyDodge(random(3))= 4 damage

    I would set the timing of the turns by variables as well, but i believe there are timer objects and so on within Construct that would do the job.

    I believe the hardest part of this would be making some sort of logic for what the characters will be doing with their turns.

    If PlayerHealth less than 5 - Use Potion which has a value of (random(5)) etc

    But just like the rest of this it would just come down to having the right amount of conditions for the game to choose from with random atributes to give a really dynamic result.

  • Pretty neat there Minor!

    I played around with it, some effective adjustments are having the head and legs with collisions and the arms and body without.

    Also, Construct seems to crash when ever i change one or two physics pieces to eliptical collisions, anyone else having that trouble?

  • The second platform in does not have 'solid' ticked in its properties.

  • Ok, if you are trying to destroy the particle effect and the sprite at the same time, then this is easy.

    Join the ball and the particle effect with a container, which is in the properites of each object. It is just a link so it doesn't matter which object you do it to, it will affect both.

    Now they will create and destroy together, you only need to handle the positioning yourself. So in your events you need to delete the creation of the particles, and delete the destroy events for the particles as well.

    Hope that is what you were after.

    Here is the edited cap by the by.

    http://dl.dropbox.com/u/1487524/Scirra/ ... xample.cap

  • If you are creating them at run time you could put those objects into another layout.

    There is also this to help keep things tidy.

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  • Cheers Davioware, I have not come across this clamp option before. I can;t wait to add this into my game Just need to get through 3 more days at work.

  • What kind of triggers are you trying to make?

  • Hey guys, just wondering if anyone has a good method for using timedelta to move a sprite a specific number of pixels? I have created some spikes that move back and forth, accurately, but it is based solely on timing. Which breaks if i try to adjust the time it takes for the spikes to emerge/retract etc

    I would really like some sort of precision, having a sprite move from 0px to 32px for example.

    To calm those who have helped me with timedelta in the past, I am very comfortable with timedelta as a whole, just looking for a little precision.

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  • Very pretty Candescence, I do very much like that sort of view point for graphics.

  • Thank you guys! Cheers for the fixes for that wall jump bug too Davo

    Now if only i didn't have to go to work today... Oh well, 4 minutes to try the new build out.

  • Stability is good, aside from the bugs that have cropped up recently. The one i had is fixed with the next build. There is some outstanding issues with air deceleration at the moment, not sure if that one is fixed in the next build though. Those niggles aside however, I push it in all sorts of directions and it is a trooper.

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Steven

Member since 18 Mar, 2009

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