Kyatric's Recent Forum Activity

  • Whenever there is news they want to talk about they release it over social medias, or on the blog.

    Last Scirra's tweet at the time of writing is : https://twitter.com/Scirra/status/606865460819304448 so it is safe to assume they are working on leaderboards for the arcade and that's what they decided to let publicly out.

  • Gamepad manual

    What you want is to react to the Axis conditions.

    When the axis are in a certain range, have a certain action, in your case likely an Audio - play action.

    • Post link icon

    To be able to preview your game over WIFI or to be allowed to export and publish your game on mobile appstore you are required to own at least a personal license.

    No working around that.

    Closing the topic.

  • TheRealDannyyy: Follow their social networks. Twitter, Facebook and Google+.

    This current "newsletter" though is more about what went on in the forums and around Construct 2 in the community though.

    And to do so, just read the forums on a daily basis, as I do to make this summary.

  • The main issue with your questions is that there are several possible answers.

    The implementation depends on what exactly you are trying to achieve and how you have set up your project so far.

    Consider posting your capx, this will make it easier to be able to answer in direct relation with the project you are working on.

    You should also look for some existing tutorials (with keywords like "inventory" for example, that will be the closer to what you call "gallery" I guess).

    You may also check the "How do I FAQ" for implementation examples of specific mechanics that may help you and you can adapt to your project.

  • It likely would be easier seeing exactly how you've set up your project to help with your primary issue.

    I'm guessing, through your depiction of "middle screen skipped" that you may have a serie of events that will happen in line.

    Moving your camera from a position A to a position B, and in the next event checking if the camera is in B and moving it in C.

    The issue is that events are read from top to bottom, so the first event is true, and so the camera is moved to B. Then the next event is checked, and is true, since it checks if the camera is in B, which it is since it has been moved in the previous event.

    To correct, make sure to add a system condition "Else" in the second event.

    That's the best I can guess without seeing exactly how you've made your project. Consider posting your capx this will make it easier to investigate the issue.

    "Scroll to" action is reliable, unless you've modified the layer's parralax property which may appear as "different".

  • For your start and end screen, add new layouts to your project.

    Make sure to organize them in the project bar so that the start screen is the first on top of the list. You can also set it in the project's properties as the "First Layout" of your project.

    Related actions are system action "Go to Layout" / "Go to Layout (by name)" to move to those layouts.

    I guess to spawn the Treasure, you need to add sub-events to your event 17 in order to check the type of object (since you want a specific "Manowar" ship only to trigger the treasure). When this specific ship is destroyed, then spawn (possibly use the system action "Create object") to place your treasure where you want to spawn it.

  • Your player object is behind the already existing tree objects on your layer 0.

    On start of layout, use the action "Move to top" from the layer category for your player object.

    Always remember that when you create a new object or instance, it is placed on top of all the already existing instances of the same layer it is on.

  • You can look in the project's properties, especially the linear/point sampling and the downrate quality.

    Importing sprite at the correct display size is also a good way to go.

  • Example capx

    The added elements are not commented in the event sheet.

    I've had to add a "HP" instance variable to the Player object. It is not managed any further, that's up to you.

    In this example Obstacle and Powerup objects are the only object you add. The damage quantity depends on the Sprite frame being displayed (3rd frame causes 150 damages/heals 150 HP whereas frame 1 only damages/cures 50).

    This is a simple implementation example, but depending on your project and its specifications (would obstacles really require to be different object types ?) the implementation could be very different.

  • I'm not sure there is such a function/feature right away in C2, you might need to code your own.

    To be fair, this might even require you to make some third-part plugin using C2 SDK.

    Apparently JavaScript does have ways to do this conversion so making a plugin for it should work in the end.

    If you manage in getting directly the maths behind this conversion you can even try and implement your own Function in C2 possibly using system actions and expressions in the process (I'm not sure about the feasibility to be honest though).

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  • It depends on the behavior used to make the object move.

    If for example you have an object "Platform" that uses the "Bullet" behavior, and you have a "Player" object.

    Condition. Player - On collision with "Platform"

    Action. Platform - Bullet - Set Bullet Speed to value

    The exact answer depends exactly on how you've set your project, and what behaviors you are using.

    Consider posting your capx to allow us to answer exactly.

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Kyatric

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