Kyatric's Recent Forum Activity

  • talkinghead: Ciao, I allowed myself to correct the updated video link in your first post, the displayed number was correct, but the number inside the url tag was the one of the old video.

    Now it's all good.

    And it's another quite nice video. Can't wait to get my hands on this and mess with it to my contempt ^^

    And the idea of pro and beginners alike usable solution is very attractive.

    Now for a couple of relevant and deep questions/remarks.

    What software did you use to make the capture ?

    Is that Jeff Buckley in the background ? I prefered the communist party tbh <img src="smileys/smiley4.gif" border="0" align="middle" />

    it was a funny one, but red makes mad.

    Keep up the good work (but think about sleeping too ^^) this looks pretty awesome.

  • What's the purpose of your post exactly ?

    I'm not sure to get it.

    It seems you want some already made games to be able to "build upon" (rip them off) them.

    It's far from being an encouraged practice around here.

    Still you can find examples of how to make these types of games.

    First read the beginner's guide for C2. It covers the top view and the 360 shooter.

    You can find examples in the C2 folder\examples folder for platformer game mechanics as well as racing.

    Finaly the how do I FAQ lists a fair share of games mechanics and specific questions you might ask yourself on your game making path.

    Hope this answers your post.

  • Hi eamonn.

    For an even better start with C2, I'd suggest you to go also over the Beginner's guide for C2.

    Just to clarify, Construct2, once a license bought, comes with 124 sounds.

    For the free version, the free bundle only contains 16 sounds.

    But yes, you can use any of your own sounds and as many as you want, as long as the computer's performances allow it.

    Be sure to read the manual entry about sounds and music.

    In C2 you will have to use the audio object.

    A word of warning though, audio support in HTML5 is "fragile".

    Nevertheless, as you said C2 helps a great deal in making games and the community is there in case you need it.

  • As well as a quick look on the manual which is accessible from C2, clicking on the "Help" link in most windows.

  • Acceptable Zombie

    The "every X seconds" event looks acceptable to me nevertheless.

    But I see your point now, considering the complexity/level of realism you want to achieve one solution might be favorised over the other.

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  • Lol, Tom was the first to combo break <img src="smileys/smiley4.gif" border="0" align="middle" />

    I'm from France.

  • Noga: indeed. Good thinking !

  • There's no way that I'm aware of to do that, so I'd say it is indeed not possible.

    Also, it is usualy not recommanded to add platform AND physic behaviors to the same object.

    Also do you absolutely need physics ?

    You could check the how do I FAQ there are examples of how to make objects push other objects and stuff like that simulating a physic behavior without the use of the actual behavior.

  • Using C2 alone, no.

    You'll have to manage the server side/application outside of C2 for browsers can't act as servers.

    Anyway there's been a couple of topics on the subject lately :

    here and here, and there's also the chat plugin along with the socket plugin.

    So it is doable, but not only with C2, you need to get your hands dirty outside of it ^^

  • That solution is not an acceptable solution,.

    Urled: how so ?

    Please explain yourself.

    As far as I'm aware, this is a perfectly well-fit solution to use in C2.

    Edit: and for Cookies1304: the beginner's guide also teach how to remove health from the monsters. Simply apply the same process to your player, and time it like Yann showed you.

  • There's what Yann said, and also it happens arrDialog isn't usable.

    I'm wondering in what layout you created it, it doesn't seem accessible.

    Indeed, if I create a new array object, it appears as a layout object.

    So create a new array object in layout 1, and tweak your code so it points this array instead of arrDialog.

    Also, I'm not sure it is wise to use so many 0 opacity tiledbackground. Sprites should do the trick and be easier on the vram/CPU.

    Finaly, for your own choice, you'd have to set it in the "next phase".

    Atm, Phase1 displays "Press 'A' to agree press 'D' to disagree".

    In phase 2 then, instead of "Space is pressed" you should have "A is pressed" and another subevent "D is pressed" and set the dialogs accordingly.

    Fixed capx

    Edit: also I recommand the reading of this tutorial about framerate independence that will come in handy <img src="smileys/smiley2.gif" border="0" align="middle">

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Kyatric

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