kittiewan's Recent Forum Activity

  • Or you can add Touch if you'll be running on devices that don't have a mouse. Set Use mouse input to yes and touch will work for both touch and mouse.

    However, unlike mouse there is no support for cursor over.

  • I posted a simple endless runner example awhile back asking for help with the jump. You may find it useful. I just move the scenery back to the other side when it goes off one end, but I wasn't trying to make varying platforms at the time. You would probably want to create random platforms and scenery at one end and destroy it at the other. Note that the fix ramones posted is better than my original.

    Making player surge towards center of window

    There is another example of a vertical scroller here:

    Vertical scroll platform

    I'm sure there are others in the how do i FAQ and other threads, but this should give you a start.

  • Here are 4 things to try:

    1) Go into the animation editor and trim the transparent edges off the objects.

    2) Adjust the collision polygons for the objects. Move the platform's collision polygon up and/or the solid's collision polygon down. (They don't have to correspond exactly to the graphic.)

    3) If you are using an invisible platform object with the visible sprite pinned to it, move the relative position of the pinned sprite down relative to the platform sprite.

    4) Use invisible solid sprites and separate sprites or tiled backgrounds that provide the visual appearance for the platform.

  • Okay, I got it done. Now--don't laugh--my list of curses is very G-rated. I wouldn't really check for those!

    This is very simple implementation just to give you a direction to go in. When user clicks the OK button it checks the length of the username (just for kicks) and it looks for any instance of a bad word in a string, even if its appearance in a longer word is perfectly innocent. For example, it will flag "damnable" because it contains "damn". Also, if there are two "curse" words, like "goshdarnit" the error message comes up twice. You could set a flag if you only want it to come up once, or better yet use a counter to say how many disallowed words appear.

    CurseCatcher.capx

    EDIT: I just couldn't leave it the way it was. I added a couple of events to keep track of the number of "curse" words found.

  • I'll try to post a simple example later today. The dictionary is an awesome plugin, very easy to use.

  • You can use platform.vectorx and platform.vectory to control the jump's x (distance) and y (height) directions. Here is a thread that discusses it:

    Holding down jump makes jump bigger

  • use the angle expression:

    angle(PlayerImage.x,PlayerImage.y,DirectionSprite.x,DirectionSprite.y)

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  • There are two actions to create an instance of a sprite.

    1) System -> Create object (in the manual under System Actions)

    2) <Sprite> -> Spawn another object (in the manual under Sprites/Sprite Actions)

    Create object creates the instance at a location you specify.

    Spawning creates the new instance at an imagepoint you specify on the spawning object. (For example, the bullet in the ghost shooter example in the Beginner's Guide to C2.)

    When you create or spawn the object it is the current instance, so that is the perfect time to save its UID into your arrays, as well as to change other properties. In the case of a spawned sprite, you may also find it useful to save the UID of the parent object in an instance variable on the sprite. That way you can easily pick all of the "children" of a sprite and move or destroy them at once.

    In both cases there currently needs to be an instance of the object in some layout in your project when the game starts running. You can delete it anytime after it starts. (This limitation may be removed at some later date.)

    To delete an old sprite, select the particular instance of the sprite using some method of your choosing and use the sprite's destroy action.

    As far as knowing how to procede, I'd suggest you do as many tutorials as you can stand at first, examine some of the example games on the arcade (the ones in the example category often have downloadable project files) and in the forum How Do I threads, and try recreating a few very simple games before you tackle something as ambitious as your project sounds. I think you'll save time in the long run.

    If you're used to programming with code, Construct 2 is a little bit odd to work with at first (especially selecting instances of objects) but once you get the hang of it, it is a delight and makes for very fast development.

  • There could be many reasons. You may have a layer turned off in Construct 2 that shows up when you run. You may have initial visiblity set to invisible for the text or the layer it is on. You may change the font size or put in more text so that the text is too big for the text object, so it doesn't show up.

    Without seeing your example or at least knowing what you are trying to do it is hard to know why you are having this problem.

  • To get the bullet behavior to move from right to left change the bullet angle of motion by 180 degrees. I think there is an option to not rotate the object.

    I posted a simple endless runner example awhile back asking for help with the jump. You may find it useful. I just move the scenery back to the other side when it goes off one end, but I wasn't trying to make varying platforms at the time.

    Making player surge towards center of window

    There is another example of a vertical scroller here:

    Vertical scroll platform

    As for using arrays, yes, that's the usual approach, however, since you can easily destroy the objects when they get to the other side of the layout, it isn't strictly necessary. You can create a loop to generate the various pieces of the platform with random properties and set it in motion a certain distance behind the last platform.

    Maybe someone has an example using arrays.

  • Welcome to the forums. This is the location for posting questions that you have about how to do things. There is an Official Introduce Yourself thread where you introduce yourself and can read about other members.

    You seem to already have discovered how much useful information there is here. There are lots of examples that show you how to do simple and difficult things.

    And anytime you have a question that you can't find an answer for in the manual, tutorials or in existing threads, come back and ask. Make the question as specific as possible, with an example of the problem if you can, and someone will try to help you.

  • There are so many ways to implement a dialog system.

    At the simplest level you need to:

    1) Trigger the conversation by some event, like clicking on a sprite or one object colliding with another.

    2) In response to the event, use the set text action of a text object to set the text to the desired text.

    This simple project shows a sprite saying different things when it collides with another sprite.

    simpleDialog.capx

    If you want something more involved, my "port" of Mikey's adventure part 2 also has a little bit of dialogs. For example, here is the section dealing with Mikey's conversation with an NPC called Jill. Maybe not the best model to copy, but hey, it was a learning experience!

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

    There are also links to several threads in kyatric's (How Do I...) Frequently Asked Questions thread. under the RPG genre section that discuss a more full fledged dialog system.

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kittiewan

Member since 13 Nov, 2010

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