kittiewan's Recent Forum Activity

  • In case someone else is having this problem, Kyatric fixed the links so that the videos showed up, although only at a small size. The code he used is:

    [tube:GoF6KQjM4ns]

    where "GoF6KQjM4ns" is the code for your youtube video. (That's the code for one of my videos. You'd use your own code!)

  • still haven't heard from scidave. For those of you who are interested, here is a link to the "ported" part 2.

    Mikey

    MikeysAdventure_pt2_noInventory

    I'm holding off on the other parts because I want to use the new array features in C2 release 85, and haven't had a chance to play with them yet. They should make it much easier to manage the inventory array.

  • I was able to download and run it. Sometimes when capx files download they are treated as compressed (zipped) folders. If that happens you would extract them to an uncompressed folder and then run.

    Here are some pictures to show what I did. First the layout. Note that the feeler object has a pin behavior. The player object has a scroll to and an 8-way behavior set to 4 directions only. The monster has a boolean instance variable Following.

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

    And the events:

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

  • heh heh. This isn't exactly what you describe, but it is kind of fun to play with!

    The monster has a "feeler" pinned to it. If the feeler isn't over the road the monster can't move. The monster always turns towards the player, and when the player trips the trigger (overlapped point) the the monster starts following the player--as long as its feeler is overlapping the road!

    MonsterTag.capx

    EDIT 1: Right now the monster is set to move forward 5 pixels every tick, but if you dial that down to just 1 pixel, the monster actually follows the road pretty closely, so it is almost exactly what you were asking about.

    EDIT 2: You would make the monster's feeler invisible in the finished game, of course.

  • My preferred approach is to use WindowWidth and WindowWidth to arrange objects:

    Set the text object's horizontal alignment to center in the properties panel and then in the event sheet, if you want the text object to be on the bottom center of the window:

    On start of layout, set text object's position to:

    x: (WindowWidth - self.Width)/2

    y: WindowHeight - self.Height

    This works for any object, not just text. If you wanted the object right in the middle of the screen both vertically and horizontally,

    x: (WindowWidth - self.Width)/2

    y: (WindowHeight - self.Height)/2

    For the buttons, check out part 2 of my tutorial on Creating a Memory Match Game. It shows how you can arrange a layout of cards that resizes and rearranges if the window size changes, but the technique would work just as well for buttons.

    EDIT: You can read about the Anchor behavior in the manual, but I don't think it works well for centering.

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  • To those non-US developers, I wouldn't read any disrespect or disinterest into this. As a former software product manager, my guess is that John's asking about US developers because that is his assigned market, and he has little or no authority outside that. A program like he is suggesting has to start somewhere and if successful, it grows into other markets.

    Anyway, I'm a US developer, and I would be interested.

  • As of release 83 this is no longer a problem--the new icons have eliminated it.

  • Really nice game! Congrats on the win. I too got only as far as the rockets, but I'll try again later.

  • I got a chance to look at your specific project and made a few changes to make use of layers to help with the sorting. Layer 0 is the "floor", layer 1 is the player/main level and layer 2 is the front wall layer. Also changed the origins slightly, but you may not really need to do that... It is just a start.

    h ear4.capx

    Thanks, kataryna. I hope you have fun with it!

  • Here is my "port" of scidave's tutorial "Mikey's adventure" part 2 to Construct 2. It manages depth sorting based on y position.

    MikeysAdventure_pt2_noInventory.capx

    Look at the Depth Sorting group in the Common event sheet. Note that the origin of the objects being tested is set to the bottom. That way when Mikey's "feet" are above the base of a tree he moves behind the tree. If his feet are below the base of the tree he moves in front of it. Currently objects can only be moved to the front or back of zorder, so you have to be careful, for example in situations like the wall along the right side. If Mikey can get close to it, it would seem to behave very strangely.

  • Create a new project.

    Duplicate Layout 1 twice to create Layout 2 and Layout 3.

    Ctrl-Z to undo, which removes Layout 3.

    Ctrl-Z again causes the following error to appear:

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

    Click I for ignore and Construct 2 crashes.

    Workaround is to delete the layouts instead of undoing the creation of the layouts.

  • To me the approach you are taking seems very difficult to understand and manage. Maybe someone else will have better luck understanding what you are trying to do and what your next step would be.

    If you are willing to do some rework of your project, here is a link to a project that does some of what you want. The store starts out in a closed state and after a certain number of ticks, goes to an open state. When open it is possible to make sales of a random quantity of random products to up to a maximum number of customers by clicking a button.

    store.capx

    To upgrade the number of customers you would just change MaxCustomers.

    Do you mean increase the profit or increase the revenue? If you mean revenue (which is price * qty) then just multiply by another upgrade factor and make it price*qty*factor. For example, 3*10=30 vs 3*10*1.5=45.

    If you have questions about the capx I linked to, let me know.

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kittiewan

Member since 13 Nov, 2010

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