MrMiller's Recent Forum Activity

  • There are a few ways you can approach this....

    1. If you wanted to make just a bar you could use the progess bar object and have it where each time your character sustains damage the bar goes down a certain amount.

    2. You could also make a bar by using animation frames that disappear revealing a bar with less length underneath it each time the character is damaged. Or, instead of doing a disappearing approach, you could take a sprite object and put several frames into the animator, then have each frame correspond with the damage the character receives.

    3. Another thing you could do is make a bar out of a single sprite, and each time the character is damaged you could decrease the length of the bar.

    4. As for making a curved health indicator, you could do any of what's mentioned in #2.

  • I can't argue with using less events, but since he's a new user I doubt he--like any new user--would understand that expression or know what it means very easily or how and when to apply it, which would just lead to more questions. At the new user stage it can be confusing/overwhelming to be looking at an expression with math attached to it. At least with the style originally presented the application and intent is more immediately obvious.

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  • Here is one way to do it using a single sprite object and a global variable: mediafire.com

    If you need to have 3 separate sprites (1 for each weapon), you'd use the same process, except this time the action for each event would be the sprite name you want the event to correspond with, and then you'd set it to have an action to set the frame of that sprite, like so:

    Is global variable weapon change equal 0 ====> Sprite 3: Set animation frame to 1

  • You could use the Wait Object. Here is an example:

    1. First event should be: On Collision between Sprite A and Sprite B

    2. Create a sub-event to the first event. It should be:

    Wait Object Delay 5000ms ----> Sprite A: Destroy

    Here is a cap of it: mediafire.com

  • Yep, as Scidave suggested you'll have to dive into language programming for that. But if you decide to stick with event-based programming in Construct, here is how you would jump to a webpage with a browser:

    ->On left mouse button Clicked --- File: Execute file "http://www.scirra.com"

  • Thanks Spider_hip!

    Your example showed me my misstep perfectly. I kept thinking I needed a deactivation of one of the variables rather than just having counter conditions inside the group like you showed. I'm not sure why I thought it needed to be different from the other group, I guess I was over-thinking things.

    I'm going to post the events of #1 for sharing soon, and I just figured out #2 as well and will post those events too.

    Thanks again!

  • I've made a simple soccer game with physics and pretty good AI and it works well... but that was the easy part, lol. However, I need to make some selection menus (without drop-downs or collision-based events). I've done menu's in Construct like the ones in the tutorial example thread many times before, but I want to do something a little different than those and I haven't been able to find an example that fits what I'm trying to do.

    I could very easily put each selection on its own screen and just send it all to separate global variables and it would work fine, but I really want to keep the number of layouts slim.

    I want to make 2 types of menus:

    1. This first one is common to most video games. I'm trying to make each setting field move independently of each other. So for example, if I pick 1:00pm for my time of day, I'd be able to press the down arrow and pick Snow (or something else) for my weather and cycling through my weather choices wouldn't make my time of day choices cycle at the same time like it's erroneously doing in my .cap (see .cap below).

    Then from there I'd be able to press down again and select my Game time (game time would be based on minutes like 1 minute, 5 minutes, 10 minutes, etc.), then press enter and go to the soccer field.

    What my basic problem with #1 is: I can't seem to move up and down between settings fields and make only one field cycle at a time. Right now when I cycle through, all of my fields cycle at the same time.

    My .cap: mediafire.com

    2. The second menu is common too. It's a 2-sided team selection screen. Like this: <img src="http://img11.imageshack.us/img11/9273/cricket0720110914121325.png" border="0" />

    I want to have 4 teams that can be selected, with both sides being able to select only 1 of the 4 available teams. So on the right you'd be able to cycle through all 4 teams available and pick a team, press enter to select that team. Then on the left you'd be able to cycle through all 4 teams available, pick a team, press enter and then of course you'd go to the next layout.

    Any would be greatly appreciated :)

  • ^^ No luck :(

  • ^^ Yep, I used the rectangle select tool in Gimp to select the area, right-clicked, selected "copy", and then tried to paste into Construct's picture editor, but no luck.

  • ^^ The computer I'm on right now has Vista. The test was done with a single layered pic, worked in MS Paint, failed in Gimp. Strange. I'm going to do some more testing with different programs and OS's and see what happens.

  • Works using MS Paint, so you're right Somebody, it must be a shortcoming of Gimp. Thanks for pointing that out.

  • And if you try the same in, say, Paint?

    I'm using PS and Paint.net and it work just fine. I suspect Gimp doesn't play nice with the standard Windows image copy/paste format.

    That could be it. I'll try it in another program and report back shortly.

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MrMiller

Member since 4 May, 2010

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