EmperorIng360's Recent Forum Activity

  • 26.

    C'est la vie.

    Though it is probably less as I did not take the time to do an accurate inventory of my weekly food consumption.

    Funny survey; I don't "Pay for sex" yet I somehow support sex trafficking in several nations. Wonder how that works.

  • That is why you should not have your events for each layout.

    You should have EVENT SHEETS, and include them for each of your layouts.

    Make an event sheet named "Control" or "Shield" or "Score" or anything, then go to your level layouts, right-click, and "Include Event Sheet"

    That way, all the controls are the same for each layout that has the include.

  • What do you mean, refuses to stay with the ship?

    Do you have a set of events like

    If ShieldActive = 2

    -spawn Shield at Player.X, Player.Y (or wherever you want the shield)

    -set Shield.X, Shield.Y to Player.X, Player.Y

    If ShieldActive = 1

    -set Shield.X, Shield.Y to Player.X, Player.Y

    You have to set up an event that if a certain condition is met, the shield will always be at the image point of your ship.

    ----This might be over-complicating things, but you can also try things like this----

    Have the shield ALWAYS be with you, even from the start, and have three animations:

    ShieldActive = 0

    Animation name: Inactive

    ShieldActive = 1

    ShieldDefault

    ShieldActive = 2

    AcquiringShield

    That way, you can have it that the events check if a certain animation is playing the asteroids will affect it:

    If Shield animation ShieldDefault is playing

    On collision with asteroid

    -subtract x from energy

    Just a thought, though.

    As for your healthbar issues, I'm not sure. There are some tutorials in the classic section (under JamesX's tutorial list) that deal with health bars, if I remember correctly.

  • You'd have to post a capx file to see if you made a mistake of code somewhere, or if there is a bug message you should probably post an image-capture of it.

    It might be something with your browser, or perhaps the way your events are set up, but with the information given, we can't know for sure.

  • Perhaps have something of a dummy variable for your player sprite on startup to control if the shield is active or not?

    Have it set at startup at ShieldActive=0

    And then have the events go:

    Start of layout

    -Set Player.Value(ShieldActive) to 0

    On collision with shield-pickup

    -Set Player.Value(ShieldActive) to 2

    If Player.Value(ShieldActive) equal to 2

    -spawn Shield Object

    -Set Player.Value(ShieldActive) to 1

    If ShieldActive = 1

    -On collision with Asteroid

    -Subtract x from Shield.Value(Energy)

    If Shield.Value(Energy) is less than or equal to 0

    -Destroy Shield

    -Set Player.Value(ShieldActive) to 0

    In that way, you have three states for Shield Active:

    0 No shield, waiting for powerup

    1 Shield is active, able to diminish and be destroyed

    2 Initially getting the shield powerup

    Does that work?

  • I eagerly await said capx file explaining high score tables and the like :p

    All the same, sounds like a nice opportunity. I'm sure your presentation will be the best.

  • Reminds me of the good ol' days of the Platform School.

    I think it's still the best beginner's tutorial for Construct Classic out there, heh heh.

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  • In a sense, C2 all ready provides you with those "base templates" in the form of its plugins and behaviors system.

    Want to make a plaformer? Just give the ground Solid behavior, and your player sprite Platform behavior.

    I know what you're saying, trust me: "This would be a whole lot easier if I didn't have to fiddle around with the code!"

    Well, hah hah, that's what we all say, but it's something we have to do if we want to make our own creations unique.

    Besides, what I basically do anyhow is I just read up and learn as many of the tutorial and example files as I can and just incorporate that into my projects.

  • I'm guessing the best response to that will be about as reassuring as it was when I discovered the gamepad support in The Binding of Isaac consists of "google JoyToKey".

    I had a nice big L O L when I read that.

    : D

    As Ashley noted what many of us (I think) feel; namely, that an EXE will always be, perhaps, a "gamer's preference." I certainly feel that way, in any event -but then again, HTML5 is in its infancy. But it's definitely nice to have everything as a neat and tidy little packaged EXE, wouldn't you say?

    However, I feel that there are more important functions and features to work on and implement into C2 (like, ha ha, functions), before EXE support. I wouldn't care too much for an EXE supporter for C2 if C2 itself didn't have many of the integral and intuitive features of Construct Classic!

    In other words I can play the waiting game whilst I continue to work, train myself, and experiment with Construct Classic 1.2. Ever since the shiny new brother C2 arrived on the scene, people seem to forget about the old gal.

  • I first mistakenly put these into the Plugins folder, in which I got the message

    "Error: Found "GetPluginSettings" function, but is not global. This feature will not be available in the editor."

    However, when I put these into the behaviors folder, I got the same error message and these will not work in the editor.

    I am sorry if I made a mistake in where I put the folders (I put the folders 8DirMP and PlatMP into the Behaviors sub-folder).

    EDIT:

    I am sorry, but it turns out I WAS at fault here :p

    I had a jumble of things in the wrong folder- behaviors in plugins, plugins in behaviors - blahh...

    Everything is working fine.

  • Ashley

    how it is done to start at the bottom?

    If you mean having your player start at the bottom, it's as simple as moving its sprite there to where you want it to start.

    Or you can make a spawn-box object, put it at "the bottom" (that's an incredibly vague thing to say so I'm doing the best I can), and on the start of the layout, have the spawnbox spawn object Player and voile.

  • I'm bumping this so that others can find it- much like Jamesx's list of Construct Classic tutorials, it is a handy thing to have around.

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EmperorIng360

Member since 29 Jun, 2011

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