Kyatric's Recent Forum Activity

  • You can check this one.

    C2 tutorials are generaly written in the tutorials part of the website.

  • If I understand correctly you're asking if all the things you listed are possible with Construct 2.

    Answer: yes they all are.

  • Check this post and the topic it's in.

  • I'm afraid no.

    Construct2 saves project when you save them only.

  • I've tried your capx, all seems to work accordingly to what you expect with windowWidth/Height, in fullscreen as not in fullscreen.

    I'm not sure what you need support for here.

  • You can use Ashley's tip to detect input method.

  • Well the way you checked it was not enough.

    'is visible' means the value visible of the sprite object is set to visible.

    Either small darts and flying ones are visible.

    But small darts made it also so throw was turned to 0

    And since throw couldn't be >=1 anymore, then the instances did not shrink anymore.

    Adding instances variables and checking them the way I did is the way for me to differentiate "States" in my instances.

    What do I want :

    For as long as it is flying, I want my Sprite Dart to shrink, giving the flight impression.

    When the sprite reaches a certain size, I consider it to be planted (different state). It just has to stand there for now.

    It's also the good time to check what zone it is colliding with for the score ^^

    You might also want to check out this topic (the whole topic is informative imo)

  • Fixed

    Events work by filtering specific instances that meet some conditions. The actions then run for those instances only.

  • Notice how sprites with effects in the example capx are on a different layer than the background sprite.

    In other cases, grey screen might indicate an error. Checking for errors in browsers is a good first step to follow.

    I hope/think in this case it is just a matter of layers though <img src="smileys/smiley4.gif" border="0" align="middle">

  • Original post by Ashley

    (Also, you can close the project and reopen and javascript files will be refreshed, it's a bit quicker than a full reload. Alternatively I made a registry key you can set:

    HKEY_CURRENT_USER\Software\Scirra\Construct2\html5 - add a new DWORD value 'devmode' (without quotes) - set its value to 1.

    Once that's set the scripts should be reloaded each time you hit run.)

    Posting here for reference.

  • In theory, any 2D game can be made with C2 so it's not limited to platformers or physic puzzle games. I also believe anything can be done in C2 but as anything it requires its fair share of effort.

    In what you describe, the trickier part would be the IA.

    I can think of ways to emulate it/use predefined strategy that the CPU player would apply to the situation but I don't know for sure how deep/complex you can go and how different to "regular programming" it is (I miss the experience on that in coding languages).

    Tom may have more informations there as IA is a domain he should be comfortable with.

    You can always extend C2 with the SDK that allows you to build/modify plugins and behavior in javascript.

    So I wouldn't definetely recommend it, but I believe there is no counter-indication to it.

    Maybe the best for a start is to build a little prototype with the basics you want to have in your IA and see how well/hellish it goes so far.

    If you happen to be able to produce it quickly/easily enough, then C2 should suit your project in the long run.

    There are a few card games that lies in your creations forum and I believe to have seen some topics asking for help in the "how do I" forum too but I couldn't swear it's totaly relevant to your project.

    But I'm afraid it's either too early (C2 is still less than a year old) or no one else took this road/posted about it yet.

    I hope this answer helps you with your choice.

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  • In the absolute, your pseudo code wouldn't give you the expected result.

    THe logic you're using there would make ALL the animations being set one after the other EACH TICK. (So each tick, set the sprite to an animation after the other to the end of the animations stack)

    In the end, you would only see the fixed first frame of the first animation. I guess this is not what you want.

    Also, you could use some workaround to use a number in the name of your animations.

    Ex:

    Run1

    Run2

    Run3 etc...

    Meaning that you can set Sprite animation to "Run" & loopindex("getanimations").

    But once again, you would have to spread the switching of animations through several ticks, not just in a for loop.

    Something more like :

    glob var animIndex

    Animations name setted as indicated earlier

    Sprite: On any animation finished

    -> System: Add 1 to animIndex

    -> Sprite: set animation to "Run" & animIndex

    (opt) -> Sprite: play animation

    This should do the trick and doesn't require new ACE.

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Kyatric

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