Kyatric's Recent Forum Activity

  • Hey everyone, I have few questions and my first game will be complete.

    -How do I collect the ruby's and have an indicator above saying how many you collected?

    I haven't downloaded your project (20 mo, I'm not up for it right now on my slow connexion).

    Have a global number variable "Collected"

    But the idea is to have an event that checks the collision between the player character and the "ruby".

    As actions: destroy the ruby, add 1 to "Collected" (the global variable).

    For the indicator, check the page 7 of the beginner's guide, it will show you how to make such a HUD.

    -How do I make it to where to screen will fit any screen size being the largest it can be (eg. 800x600, 1440x900, 1920x1080).?

    Tutorial: supporting multiple screen sizes

    Basically it's the "Full screen" property of your project.

    Manual entry: Project (with an overview of its properties)

    -I have some enemies across the map and I copied them, but I noticed that the copies (not clones I was just holding Ctrl and pressed left click to drag a copy) will not move until I kill the original.

    -How do I make the level end once I reach the end?

    You can find an answer and examples to those questions listed in the how do I FAQ.

    ast question is what is the difference between a capx and caproj

    Manual entry: Saving and sharing projects

    Be sure to check the tutorials and read the manual most of the answers to your questions are already there.

  • Also MyArray.PickedCount will only return 1 as you only have one instance of the array object.

    The iterating variable is indeed a good way to go.

  • Ashley: could this be a bug ?

    Apparently, when text objects are overlapping and that the first instance is invisible, it seems like only this instance is tested.

    That's kind of unexpected, as I think that with sprites, even overlapping, all would work as expected (the visible instance would trigger/execute the code).

  • Moderator note: I moved the post to create this topic.

    Tom is likely to handle the issue from here.

  • : Edited.

  • diegog: According to the date of the posts, the "next build" at this period was r96.

    Now, the most recent beta release is the r99, perhaps you should test this release and see if your project works better.

  • The pack used for the "how to make a platform game" tutorial is part of the assets pack you get when buying a license for construct2.

    Use your own sprites/textures to keep up with the tutorial.

    This very part of the tutorial allows you to import a sprite-sheet (different frames all saved in a single image file, and automatically "cut" by C2 when importing the image).

    If you don't have the same assets, just use assets you can find on the internet or in the Tools/resources forum.

  • I discussed with Steven on IRC about this issue.

    His textures were drawn in C2's image editor.

    When you preview the project in either chrome or FF, the collisions polygons seem off.

    To fix it, go edit the "Player" sprite and either "set to bounding box" or "guess polygon shape".

    Then the collision polygon of the Sprite2 seems to be finaly "processed" (before it looked like bounding box).

    Could it be a bug somewhere ?

  • I won't make a video but just say it here.

    Construct 2 is an awesome tool, nothing more to say about that.

    But what's been surprising, exciting, inspiring more and more every day is its community.

    A decade ago, I guess game maker tools were seen as teenage communities by the "true coders", with a certain despise spread over the internet in any reference.

    But this current community on this website is far more than "just that".

    This topic itself sums the range of talent, creativity, accents/language/mindsets that are composing this community.

    Auntie Val touched it briefly in her (?) video. The website with the tuts, the manual, the forums and the variety of human beings populating this space, making it grow, renew itself constantly under the constant flow of posts, topics, new tuts, comments, and Construct releases. (Ash & Tom are part of this community as well, not unreachable godlike figures)

    My favourite "feature" in C2 is you.

    Edit: I almost forgot :

    For all of you in this topic who have made a video tutorial, please consider submitting a new tutorial and post the link to the vid in it (notifying in the title that it is a video tutorial).

    This will allow for your tutorials to not be lost and help many of the users who ask for more of them.

    Once again, there is a variety of tutorials there (in subject or form) and this is another example of the invaluable resources that our community can produce. Thumbs up for you one more time <img src="smileys/smiley4.gif" border="0" align="middle">

  • You should report it to rexrainbow, since it is a third-part plugin.

    Also why not using the built-in drag and drop behavior ?

    This post by Ashley is relevant to the situation.

  • Guif0DA:

    You probably want something more like A* and pathfinding. 00Rez came up with a really sweet couple of plugins that can work in conjunction with one another to do what you're hoping. You can find them here in the Rez Repo topic. You can even find an example of using Rex's moveto in conjunction with the pathfinding behavior and A* plugin. Pretty cool stuff.

    Quoted from the moveto behavior's topic.

    I haven't tried it myself, but if there's already a provided example, it sounds like 00Rez's solution might be more suited to your needs.

    I guess with my plugin, the iteration solution stands, iterating through the path's array, sending the next step's coordinates to the moveto behavior, and rely on a "on destination" trigger to iterate the next step.

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  • Because the origin of your "walk" animation is set to the feet of the character.

    Player gets pinned by imagepoint 0, and in "walk" animation, this point just moves the rest of the character "up".

    You can either put the origin point at the same position in each animations, either create another imagepoint on purpose.

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Kyatric

Member since 18 Aug, 2010

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