Kyatric's Recent Forum Activity

  • Layout 0 and layout 1 are independent.

    So you will need to set some sort of check (global variables might be used) from your layout 0, and check in a "On start of layout" event in layout 1 what is the value for the check, and accordingly display or hide elements.

    Example capx (made in r112)

  • R112 is out, check if the bug is still there in your browsers. (It did fixed it for me)

  • Looks like it has been fixed.

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  • Truth to the matter is you should better define what ********** players are.

    In terms of adventure games, I remember back in the 90's my mother was a ********** point 'n click adventures game player, and she would have never played a game with enemies to bash and possible death of the character.

    In adventure games, she fancied the ambiance, the puzzle and the possibility of taking the time she wanted to do them in a non-competitive environment.

    It sounds to me that by adding action elements you're mixing the type of game and you finally may totally miss the target audience for this kind of games as ********** action players would probably bored by the puzzles, and the ********** adventure players would be turned down by the action component.

  • The difference is how you're going to set the expression itself.

    For a 6 side dice you would use :

    Choose(1,2,3,4,5,6)

    or

    int(random(1,7))

    Choose returns only one of the parameters inputed, whereas random would return any number in the range, so adding int() and making sure the range is between 1 and 7 (random won't never return/reach the last bound of the range).

    Also choose() can accept strings as parameters whereas random() only deals with numbers (float).

  • I also think some of Pode 's plugins contain jquery. Perhaps some of septeven too.

  • The fact of pressing either a/b/x/y to activate the recognition of the pad is due to the way the gamepad API is written, it's the way of the standard, and I don't think anything can be done about it.

  • You should check the "How do I FAQ" for those kind of questions.

    You would have found the item "Making a button using a sprite (and handle clicking on it) - LINK".

  • Bonjour et bienvenue Blackyell.

    Families are useful, but you can very much make games without them.

    In my tutorials, I tend to make projects under 100 events and being "friend-edition" friendly.

    So I don't use families in them.

    In my personal/pro projects, I use them when it feels it can really lighten the code/it makes sense.

    To me, the real plus of the families is a facility in code writing and possibly an "OOP" way of dealing with objects.

    You can set common behaviors/instance variables that will be common to all the object types in your family but also add specific behaviors/instance variables to the object types of your choice, and be able to do a "first pick" on the family before refining to the specific object type and then using its own behavior/instance variables.

    I hope this helps you visualizing a bit better what families could bring to you.

    I strongly support the idea of buying a license, as even the personal one will really help you to fully test and learn all the subtleties of C2.

    Nevertheless, to learn the basics and make your first experiments/released little games, the free version is really more than enough as it is.

    It's soon Christmas, it's worth asking the license as a gift that will provide hours of fun if you're into game making rather than "straight programming".

  • I agree that I also would like the layers' configuration to be copied, as well as the attached event sheet configuration.

    When I duplicate layouts, I tend to also have set the layers in a certain way, and set a (single) common event sheet.

    It breaks a bit the workflow because duplicating layouts happen when I'm making levels based on the mechanics I've already coded.

    And each duplicate needs a few "previous" preparation before really going in "level design mode".

    Ashley could it be either a change, or an added IDE option that could (in the preferences or project's configuration, "type of duplication") ?

  • For the Hack-a-Jam 2012 I submitted this game.

    Of course made with Construct2 in (less than) the time allowed.

    Pretty basic, unbalanced, still hopefully funny.

  • That's because of how events work.

    Every tick/frame of execution that the event's conditions are true its actions will be executed.

    So in that case, as long as PlayerCo... is overlapping TutorialSign, the text stuff is initialising, seemingly writing only one letter.

    As far as typewriting effect goes you also have an example available in the "How do I FAQ" (link in my signature) that works without external plugins, only with the "basics" of C2.

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Kyatric

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