aaronreed's Recent Forum Activity

  • HI Guys,

    Check out this page for great Construct 2 tutorials and CAPX files for basic and smooth grid movements...

    https://c2tutorials.wordpress.com/?s=rogue

    Thanks for the link. Will be going through these a little later. They look fantastic at a glance.

    Aaron

  • I'm very new to Construct myself, so my advice will not be the best. However I'm working on something similar so I can tell what I'm doing.

    First I would make the Player sprite slightly smaller (31x31 for example). This makes it possible to go through the doors but it's very inconvenient.

    You want to use actual Grid Movement. I'm using this plugin for that:

    http://www.scirra.com/forum/pluginboard ... 51891.html

    I am not an expert, in fact I am extremely limited in my knowledge. So if someone else corrects me I would probably listen to them.

    You probably shouldn't change the actual size of the Sprite so that it doesn't get stuck on collisions. You can just make the collision box smaller 31x31. This will keep your Sprite from having visual issues as well.

    Again this is just from my own very limited experience. So I would test it out

    Aaron

  • This makes so much sense after being told. Thanks a bunch. This same issue was bothering a few weeks ago when I was playing around with different game types.

    Aaron

  • If they did your last comment will keep most people from helping. Just a fyi...

    edit: i dont know how, btw

  • Or try to add the persist behavior maybe?

  • Enjoyed the overall feel. Would of kept playing if it hadn't of started to lag out towards the end.

    I was able to make around $1200 total. Went into debt a few times(would assume this is because of salary?) Not sure though because i would all the sudden go from $30-140 to less than $0. Maybe some kind of message to tell what day of the month is payday? Best case (for me)would be a small chart/list of expenses that occur each month. Show salaries, and maybe total of items/recipes and supplies bought. Doesn't have to be in game but some info on when money leaves is very important i think.

  • Played it though for about 30 minutes. Here are a few things i noticed.

    Very minor: Maybe change color of shirt of drummer in the loading icon? it being yellow makes it blend a lot with the set.

    Saw a few times that if it was the same type person they would sit in same chair on top of each other.( actually they dont even have to be same type)

    I have researched cappuccino but that goal wasn't fulfilled. Just researched another item which was another cappuccino, this one did indeed meet the goal. But now i have 2 cappuccinos.

    Was able to place fridge on top of bar(bottom right)

    My worker lvled up? I was told to click on him to rank him up but I can not interact with him at all.

    Not sure if this is my fault (went in debt for like a minute) but on 3/6 my worker and me left the shop. I hired another guy(uncle) but game started to lag a lot. Yeah game lagged out, Uncle would no longer do tasks. Main character never came back. every few seconds game would come to a stop. This after around 20-30 minutes of playing i think.

    Edit: I let the game run in background until day 3/10. The Main character still hasnt come back. The uncle does nothing, but I hired the old lady. She is working but obviously cant fill the orders fast enough by herself.

    Aaron

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  • add a Global Variable xx = 0 (number)

    add a Global Variable yy = 0 (number)

    Direct after a key trigger condition: (or every tick, as you wish)

    add action > system > set value xx to player.X

    add action > system > set value yy to player.Y

    Then make the move as you allready do

    Then

    add condition > player is overlapping walls (because that would be an illegal move)

    add action > player set postion to x = xx / y = yy

    And read to manual about variables.

    Had a long reply all typed up and then hit submit and had to do a recaptcha.... lost the post. so.

    https://drive.google.com/open?id=0B0psF ... 0JrOGRFeFk

    Here is my capx attempting at my understanding of your last post. I think that it is working the problem is that it is updating every tic, so when it hits the wall it sends itself to that spot(in the wall) I tried 1 per second but it was way to slow, but it showed it actually moving and not going into the wall.

    I believe I misunderstood something very crucial. Also i used the same type of controls, I thought that is what you meant in your post. If not i apologize.

    Thanks a million for your time so far and all the help you have already given me.

    Aaron

    edit: in my capx i accidentally left the Object GreenP with the behavior Solid. It was me just testing and playing around, you can turn it off, delete behavior if you want/need

  • 3/ When a key pressed, first store the current position of the players in variables.

    4/ Then make the move or the rotation.

    5/ Then check if that move is possible by checking overlaps with walls and allready fallen blocks.

    6/ If the move is not possible, fall back to the stored position.

    7/ Spawning will happen on the collisions.

    Is there anyway you could elaborate a bit more on saving position of player? Is it under a system or a behavior i need to add? Sorry for the questions, and i am still looking around the web and having trouble even starting this process.

    I was able to figure out the falling logic very easily, so thanks again for the help.

  • Works smoothly on my iPhone 6

  • Thanks a bunch. I figured that I was going to need to recode the physics because the platform behavior was me just trying to hack together by playing with behaviors. Thanks a bunch for the direction that I need look into. I learn more everyday.

    Also btw. I knew that upon rotation or even movement by pixel that the object would go through the solids. I was meaning something different. If you rotate the blocks and lead with block 2 and let it land first on the ground or on blocks then it sinks into the object. (Not that it matters now as I am going to try and redo my falling logic)

    Aaron

  • Interesting concept. Like the music.

    Lvl 1 was perfect for intro to game.

    Lvl 2 Feed Back:

    Maybe make the boxes bigger as it was quite tedious even though i knew how to finish the level.

    Maybe a bug? When i tried to drag the box to a new location, but "missed" the area it would reset back to the

    . very first box for me to drag out again. After a few boxes it was hard to remember where the first box was.

    Lvl 3 I never figured out. Wasnt sure if clicking was the only way to interact? Can use keys?

    Lvl 4 I stumbled across filling in part of the map, reset level to see how and havent redone what i Had accidentally did the first time lols. (ok i have half of map filled in and still not sure on how im doing it)

    These kind of games are not my strong suit, so take that into consideration. But maybe a witty title for the stage name could act as a hint for each level. Or add into the menu a list of keys/buttons that are usable. (might make it to easy)

    Aaron

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aaronreed

Member since 27 May, 2015

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