kittiewan's Recent Forum Activity

  • There are some situations where trigger objects are the way to go, but for what you describe you can use the distance expression to see if the player is within a certain distance of the other thing. Create a system event using the compare two values condition:

    system-> distance(player.x,player.y,thing.x,thing.y)<=thing.reach

    where reach is an instance variable created on the thing object(s) that contains how close to the thing the player has to be to reach it to interact with it.

    At first I thought it would be better to put "reach" on the player, but you may have to be closer to some objects than others, so it would be better to have it on the thing.

    If you have many different kinds of objects, and are using the paid version you can put all of your interactive objects in a family and create the "reach" instance variable on it. Otherwise you'll have to create the "reach" instance variable on each type of object you want the player to interact with in this way. But that is a lot better than having to create a bunch of trigger objects!

  • The problem described in this thread isn't exactly what you were talking about, but my example shows how to trigger the move of the solid object and move it back the way I described above.

    Bounce and Jumpthru

  • I think you could make it with Construct 2, but if I were trying to make it, I'd try doing some simpler things first. Best to vent your learning frustrations on projects you don't really care that much about.

    Also, if you do a number of simpler projects to begin with, you may end up finishing your big project sooner because you won't make so many false starts.

    Re your questions:

    1) Selecting objects - All of this is straightforward with Construct 2.

    2) Gravity - You can change gravity of objects that have the physics behavior and objects that have the bullet behavior, but it sounds more like you'll want physics. You can combine behaviors, but sometimes you have to disable one behavior and enable another or things go sort of haywire.

    3) Weight - you can create an instance variable on an object where you store the weight you assign it, perhaps based on some formula. Then the scale would make use of this to show the player the weight.

    None of this sounds hard to me, but I've done quite a bit of experimenting. Check out the tutorials section and Kyatric's

    How Do I Frequently Asked Questions

    In particular, do the first two tutorials (Ashley's Beginner's Guide to Construct 2 where you create the Ghost shooter and Velojet's tutorial on making a platformer.) Even though you might not be building one of these types of games, they'll help.

    Also examine the Examples that come with Construct 2. You may find the physics examples interesting, but it's worth going through them all, IMO.

    Eventually you might take a look at Sqiddster's How to make a gravity based platformer. Certainly go and play the game on the arcade (under Rotary Games, I think) to see some ideas about working with gravity.

    Good luck!

  • Ugotsta - I'm glad you posted the canvas solution. I thought it was possible with canvas, but had no clue how. Quite cool!

  • You can create a solid platform and move it out of the way when the bullet hits it from below, and then move it back in place when the bullet has moved above it. Not perfect, but works pretty well. There are comments that should explain, but if you have questions, just ask!

    bouncybullet.capx

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  • Here is a version doing what sqiddster described--an arrangement of pie-shaped slices. Surprisingly few events.

    UHR_animated.capx

  • If this is a bug (and I think it is) it is relatively minor. The problem is that when you edit the action to change the target of the action to a different object type, it forgets what action type it was which might result in the loss of work.

    The linked .capx contains a sprite, a text object and a mouse object. There are two mouse events, each with an action to set visibility or set position.

    If you edit either of the actions and click [Back] twice and switch the target of the action from sprite to text or text to sprite, then click the [Next] button.

    The default action now reverts to the first action Rotate clockwise instead of what it was originally.

    If the action is a common action between the old target and the new target object of different types, it seems to me that it should keep that action the way it does if the object types are the same.

    The good news is that if you notice and fix the action and you click [Next] again it does seem to remember what you had originally, so you don't lose any work IF you are paying attention. If you aren't you lose your action parameters.

    TextvsSpriteBug.capx

  • There isn't a way to disable the solid behavior, but you can move the walls out of the way for those times when you don't want them there.

    Create two instance variables like startX, startY in the wall object. Then at start of layout set wall's startX=self.x and startY=self.y.

    Then when the player clicks on the other platform, set the position of the walls to something off the layout like

    walls->set position(-500,-500)

    When the player has moved to the next platform, put the walls back in place:

    wall->set postion(self.startX,self.startY)

    You need to take care that the player doesn't get stuck in the middle of a wall when you put them back.

    You also can just move the walls that the player collides with, but it is a bit more difficult to know when to put the walls back.

  • It looks good, Gillis. Really, really, really good!

  • In this image the particle object is sandwiched between the two green sprites, and overlaps properly. It looks the same if I put them on three different layers with the particles in the middle layer. Can you put up an example .capx with the problem?

    <img src="http://dl.dropbox.com/u/57899112/ParticlesOrder.PNG" border="0" />

  • Are you using physics? Sometimes if you mix physics with other behaviors things take on a life of their own. You'd need to turn physics off when using 8-Direction.

    If that isn't it, you may need to post an example.

  • Here you go:

    pdfpluginlogos.zip

    I didn't know if you need a .ai file (illustrator) or .svg file (inkscape) so I've included both.

    EDIT: I also included a gear from the Illustrator symbols, and here is a link to a decent tutorial on creating a gear with illustrator's path tools that you could easily customize.

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kittiewan

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