kittiewan's Recent Forum Activity

  • Mr. Newt just got me hooked on this plugin. Very nice!

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  • I'm having the problem too. I don't know if it helps, but after not using the XDK for a couple of weeks, when I started it today it seemed to do some sort of updating that I hadn't seen before, and now even games that used to work don't work in the emulator. The previously uploaded games that worked in Test Anywhere on my ipad still work.

  • jwjb Hey, didn't I just run into you over in the arcade? Well, welcome to the Construct 2 universe. I'm always glad to hear that my silly little examples are useful to someone.

  • harrio

    Read Ashley's tutorial on appmobi. It got me up and running:

    How to export to appMobi with directCanvas

  • First, even as it is, clone text does have its uses to clone the instance variables and behaviors. It would be nice to have more, but there are thing's that are much more worth spending time on.

    But regardless of whether you do anything about text object cloning, note the edit at the bottom of the original post (reproduced below) saying that even sprite objects don't clone all attributes, like size and opacity. I probably should have reported that separately. Do you want me to? (It's still an issue in release 99.)

    EDIT: Also, I've seen the same issue when you have created a sprite, made some changes to size and opacity, and then try to clone it. The changes you made don't transfer to the clone. For example, I created a rectangle sprite that I faded and changed opacity to use for image buttons, but when I tried to clone them I ended up having to resize and change the opacity again.

  • In the future, you might start your projects by creating an "object bank", which is simply a layout that isn't really used for anything except to hold your global objects and to keep a copy of objects you want to spawn/create during the game (to get around the limitation that there must be at least one copy existing somewhere.) So your audio, arrays, etc. would all go here as well as an instance of every object that doesn't appear at the start on your layout.

    All very well and good, but you need to solve your current situation. Here's how I'd do it:

    1) Backup your game, and, working with a copy,

    2) create a new empty layout with all of the layers in your existing prototype layout, and name it Template

    3) lock all of the layers in your prototype layout and one layer at a time unlock the layer, select all of the objects on the layer and paste them in the corresponding layer on the Template layout.

    4) When all of the objects are correctly in place on the template layout, set its event sheet and test it.

    5) If testing goes well, use the Template layout as the starting point for your new levels. You can keep the original prototype level as it is, or delete all of the unnecessary objects from it and rename it "Object Bank".

    6) When you finish your game, you may want to delete the Template layout, or rename it and use it as your last level.

    Hope that helps!

  • Like this:

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

  • The example I provided above just uses the standard platform jump, and it does move forward. That's why I was working on the bunny example.

    In the bunny example, which was intended for use in an endless level game, the bunny appears to surge forward when jumping (correlated with the scenery speeding up), but then comes back to its original starting place, which is what a game like canabalt does. I don't recall all of the details at the moment, but I think you can adjust the amount of the surge by tweaking the vector x action.

    To sum it up, for a good endless runner, I think you need to make use of techniques from both examples (or their equivalents.)

  • kittiewan , your signature is blocked in my country :) can you change tinyurl.com :P

    zsangerous,

    I had to use tinyurl because of the character limit in the signature. The links to the tutorials are SO long...

    However, here are the direct links:

    Making an interactive treasure map

    Making a Memory Match Game

  • You don't say how you are using the platform behavior, so I'm assuming you're using just the default keyboard commands. What you need to do is override those defaults -- do not turn them off, but just insert a keyboard object into your game and then add an event to redefine the left and right keys to make the player move in the same direction as the key, but also add an action to mirror or not mirror the player to make him look the way you want him to.

    I think redefining the keys and mirroring the player is described in the two platformer tutorials. They're pretty popular, so you should find them on the first or second page of the tutorials. I'll have a little more time tomorrow, so if you don't still don't get it, let me know.

  • I don't have time right now to look at your game, but have you checked out my treasure map tutorial? You could use the same technique to create a menu. (Link is below.)

    EDIT: Oops. zsangerous beat me to it, but basically we're taking the same approach.

  • I'm planning to modify the bunny example I pointed you to. When a platform passes by a "gatekeeper" sprite it will trigger the creation of the next platform a random distance away. The platform will actually be created of random number of sprites, and at a varying height, and with random obstacles sprinkled over it. When the platform sprites and obstacles reach the other side of the layout, they'll pass by a "terminator" object and are destroyed.

    That's my plan. I think it's pretty standard stuff, but I haven't had a chance to do it yet.

    I modified your example along those lines (but simplified, of course.) One notable difference is that I put the different platform graphics in the same sprite, and then set the frame so I could easily generate random platforms.

    runner test_platformsV2.capx

    I hope it helps.

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kittiewan

Member since 13 Nov, 2010

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