kittiewan's Recent Forum Activity

  • Can you post an example capx? Or at least tell how your platforms are created. Normally platforms don't fall, so you had to do something to make them fall, like add a bullet or sine or physics behavior or something.

    My guess is that as the platform lowers the player keeps falling onto it, and the player can't jump when falling. You may need to implement something like a double jump to allow the player to jump when in the middle of falling.

    Edit: This thread should help you:

    Jumping on vertical platforms

  • Joe7 showed how to handle a 1 dimensional array. Sqiddster showed how to handle a 2 dimensional array. Here is an example that also handles a three dimensional array.

    Actually, it has 3 arrays: one dimension, two dimension, and three dimension. It loops through all dimensions of the arrays inserting a number into each "cell" and then when the mouse is clicked, retrieves a value from a random "cell" in each array.

    GetRandomArrayValues.capx

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  • Could you give us a bit more information on what you are trying to do? Although I don't think solid and drag and drop are meant to work together in the way you seem to think, there are several options that might work. Which one is best depends on what you want to do -- what kind of game, what other kind of objects are in the game, etc.

  • Here are two issues that bug me most with text objects, but also affect some other object types.

    1) When you create an object there should be a way to choose it and set the developer-defined default properties for that object--for example, size, font, color. If there is a way to do it, I haven't found it. I thought if I selected all instances of the object through the project panel it might do it, but no luck. It changes the existing instances, but not new instances.

    2) If you copy an object the changes to the properties are copied to the new instance. When you clone an object it should clone the object with all of the current property settings as the defaults, not clone the standard plugin object. For example, if you have changed the size, font, color of a text object instance, those changes should be the default settings for the cloned object.

  • What simwhi says, except for one thing. I don't know if it changed recently, but for certain in release 87 you can copy sprites and text objects from the layout in one project and paste them into the layout in another and it will copy all of the properties, including instance variables, so you don't have to recreate them from scratch. I don't know about other object types.

  • When I have multiple event sheets I like putting the global variables in their own event sheet because I know exactly where to find them and I don't have to scroll up through a bunch of events to see them. If you want to move the global variables to their own event sheet you can do it relatively easily. I do it all of the time without problems. But it is important to make a backup first and, when you cut the variables from one event sheet, immediately paste them into the other one.

    Step by step:

    1. BACKUP YOUR PROJECT!!!!!

    2. Create a new event sheet. Call it something useful like Global.

    3. Go to the event sheet where your globals currently reside.

    4. Select and CUT the global variables. (Don't copy them or they'll be renamed when you paste.) You'll see an error message that warns you that all of your events/actions that use these globals will be deleted, but not to worry. They won't be deleted immediately, so answer 'Yes'. (You did make a backup, didn't you?)

    5. Immediately go to the Global event sheet and paste the global variables using the paste button on the left side of the toolbar.

    6. Save this new version under a new name just in case...

    You can do this to move the global variables to another existing event sheet, too, but I wouldn't do it just because I didn't want to switch back and forth while editing an event sheet.

  • From the manual System Actions section:

    Set layout scale

    Set the scale (or zoom) of an entire layout. This scales all the layers in the layout, taking in to account their scale rate property.

    Set scale

    Set the scale (or zoom) of an entire layer, taking in to account its scale rate property.

    Set scale rate

    Set the scale rate property of a layer, which affects how quickly it scales (if at all).

    When creating an action, you'll find them in the Layers & transforms group of system actions.

  • There may be a way to do this with one of the custom plugins. Someone else will have to comment on that. But you can add the sprite backgrounds with just a few actions, and adjust them to line up with your text objects to your liking.

    I threw this together quickly, so it isn't pretty, but it should give you the idea.

    textBackgroundSprite.capx

    In the example the text objects are just different instances of the same text object. If you have a bunch of different text objects it is a bit more complicated because you have to do the work for each one of them--unless you have the paid version, in which case you may be able to use a family for all of your text objects.

  • Did you ever play the old Indiana Jones and the Fate of Atlantis (from the early '90s)? It was the first game I played that let you take different approaches to solving a problem. As I recall, you could fast talk your way, punch your way or think your way to success.

    Anyway, it is definitely a huge project! But it sounds great. Will you release it in phases?

  • NotionGames - Very nice! I like your clever use of balloons to save Ubi's butt.

    (I am currently trying to figure out how to make enemies move around and also have enemy birds that fly around. I'll keep looking around and try to figure things out but if you know of any good tutorials with that in specific, please link me. Thanks)

    It's not a tutorial, but check out JohnnySix's Patrolling Example in the Arcade Example Games section. He did an awesome job. (Don't miss the link to download the capx.) Essentially he gave the enemies a platformer behavior and then put moving trigger sprites around at strategic locations. When the enemy collides with a trigger sprite, it triggers the simulation of either platform left, platform right or platform jump depending on the trigger type. What is really clever is that the triggers move, so sometimes they are there and sometimes not, which makes the enemy behavior seem much more realistic.

    There was a simpler, earlier example of the basic technique in the forums, but I can't find it right now.

  • This sounds like a great game, and the artwork looks excellent. I like the idea of a freeform adventure game -- I love adventure games, but it always bothers me when in the typical adventure game you can pick up two objects--say a shovel and a trowel--but can only use each in a particular location. If I have a garden trowel and I need to dig a little hole and the world is about to end, I'm going to try to use it!

    I posted a possible solution to your how to question about enabling objects when the player gets near. I also suggested you include a "reach" instance variable (you could call it anything-maybe proximity would be better?) on your interactive objects. I suggested you could set it to different values so the player would have to be closer to some objects than others in order to interact with them.

    Building on anthonykojima's suggestion about survivors, you might also have a reachFactor property for the survivors which you would use as a multiplier on an object's reach/proximity value. Then different people could use objects when they are closer or farther away. For example, a tall man could change a lightbulb just by reaching up, but a little kid would need to stand on something to reach it. Maybe not the best example for your specific game, but I think it gets the idea across.

  • It sounds like you are creating the platforms outside the LAYOUT, not outside the current VIEW (or as you say, window), so they will never appear. Remember that x and y refer to the location on the layout, and a -y value will be above the layout (which is useful if you have an object you want to fall into the layout.)

    To make an object just above the current view, you need to take into account the current position of the view. From the manual system expressions section:

    scrollx

    scrolly

    Get the current position the view is centered on.

    Try this:

    create object solidPlatform on layer 0 at (random(scrollx-(windowwidth/2),scrollx+(windowwidth/2)), scrolly-(windowheight/2))

    It will create the platform just below the top of the current view so that you can see it. To understand this, you need to know that

    Scrollx-windowwidth/2 is the position of the left edge of the view. scrollx+windowwidth/2 is the position of the right edge of the view.

    scrolly-windowheight/2 is the position of the top edge of the view.

    scrolly+windowheight/2 is the position of the bottom edge of the view.

    Knowing that, you can make adjustments to the locations by adding or subtracting margins as below:

    create object solidPlatform on layer 0 at (random(scrollx-(windowwidth/2-leftMargin),scrollx+(windowwidth/2-rightMargin)), scrolly-(windowheight/2-topMargin))

    where you might set variables leftMargin=20, rightMargin=20 and topMargin=-25

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kittiewan

Member since 13 Nov, 2010

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