TELLES0808's Recent Forum Activity

  • Hello,

    I'm an older user of Construct 2 and recently wanted to make a new project. It's about hide and seek with multiplayer.

    This topic is to discuss about this idea and share your point of view.

    My last game, called "Once Upon an Apocalypse" was finished before my child was born. Now, he is with health and 6 months old.

    To celebrate, I want bring the old Atari Game called "Hide and seek" to a new platform using Construct 2.

    Do you feel the desire of playing a game where your objective is search for your friends or hide yourself while your friend is seeking everybody?

    What about nice pixelated "Adventure" Scenarios, with lots of spots to hide, including secret areas and shortcuts?

    Improving it with in game items to make your play even nice!?

    Well, I'm strongly opposed to use advertisements, but the reality of the market is pointing to freewares wtih this type of strategy. What do you think?

    Aim this topic, you'll hear about this game for the next months.

    That's your turn, share your desires and excitements!

    Thank you, and good posting.

  • Take the opportunity, I have published one of the most complete and cheap character sets ever made for Construct 2. Simple click on my signature =]

  • [attachment=0:27cpjauy][/attachment:27cpjauy]the first level of "cough of death" (arpg)

    Nice concept.

  • DeviantArt for random artists and https://cghub.com/ for professionals.

  • Hi pedropss, my child has 5 months, wife need my help when I'm at home, etc, so, it's pretty hard to make anything else than helping she.

    When in vacations, I do expeditions, travelling to the Pantanal, Argentina, Uruguay, etc, and that's another world where I'm learning too.

    Maybe in 2015, when the Construct 2 get a mature state of this multiplayer online support, and improve some other things (thing in the to do list and know by Us), I'll give it a try.

    You're doing well, I have spend around 2.000 hours with construct 2, plus 4.000 hours doing pixelarts for various purposes.

    Also, the best way to learn is helping people in the forum, so, take little challenges and keep learning and improving your knowledge. Also, ask for help and read old posts from the Scirra Gurus, because they are amazing persons always ready to help.

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  • GoGugutiGames, No. Actually I'm out of the market too. As Civil Engineer with Master Degree, I can't compare the earnings from my profession and from this hobby, so, after two classes and people with low or very low interest, I decided to give up and invest my time in things of my interest, like trails with my Troller, expeditions, etc.

    [attachment=0:1njc315c]IMG_20130612_095943.jpg[/attachment:1njc315c]

    [attachment=1:1njc315c]20130622_164014.jpg[/attachment:1njc315c]

    [attachment=2:1njc315c]20130622_073503.jpg[/attachment:1njc315c]

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  • Ashley,

    I created an invisible object called ship_placement, where I want locate and pin some images over it.

    To make it easy, I did containers of these image objects, and in the same event where I created the ship_placement object, setting the images to move to the designed image point and pin there, but, it's not working.

    The same behavior, made differently, where I create the ship_placement and right after creating the images, giving them instance variables IDs, and picking these images later by their ID is working right.

    The issue here is about the containers of the ship_placement, and why they are not picked and positioned as designed?

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/47035927/temp/test2.capx

    Steps to reproduce:

    1. Created a function call

    2. Make a family of objects

    3. Inside each object, create their cointainers

    4. Create a object inside the function call or inside a trigger

    5. Right after, Pin the child on the pather

    Observed result:

    I was working with a similar way of doing it by giving instance variables and setting their father without the containers. But now, using containers to make the job easy on this battleship game, this issue is making impossible to pick the child without workaround.

    Expected result:

    As a child created by the container, inside the same condition where the panther is created, I expected to see child setting their position against their points and pinned in the same event, but it's missing this part.

    I did the exactly same using IDs and Variables, so, if it's not my mistake, it should be a bug.

    "While on PREVIEW, press SPACEBAR"

    I did this post before researching about the issue and reading every post in this forum possible to find with the tag "Container"

    So, this is one part of the manual where said how it should work:

    scirra.com/manual/150/containers

    What containers do

    Placing objects in a container has the following effects:

    1 If one object in a container is created, every other object in its container is also automatically created.

    2 If one object in a container is destroyed, every other associated object in its container is also destroyed.

    3 If a condition picks one object in a container, every other associated object in its container is also picked.

    In the creation event, I picked the created object and checked if it is overlapping the child, and tried several types of combination, like doing it inside the same conditional, without indenting, and checking if outside the whole event, but inside the loop, and, without loop, it still getting the same result.

    Browsers affected:

    Chrome: yes

    Operating system & service pack: Win 8.1 / 7

    Construct 2 version: 150

  • Very nice! indeed!!

  • Oh, that's the point, so, you can make an event sheet and call it as "shared sheet" or "debug sheet"... where you can place the actions to create the global objects anywhere you want, pre-configure them and them check if they already exist, skipping the step above.

    Should be something like this:

    = Intelligence.Count = 0

    -> Create Intelligence at X and Y;

    Import this event sheet inside any other event sheets you have...

    I personally like to organize my event sheets in separated parts, and import them all inside a global event sheet.

  • You need access the layout with the objects at least one time, to create them in runtime, because who will keep your variables alive is the instance of that object in the runtime.

    But don't worry, make invisible objects with 1 pixel of size, set the collision off (or not) and place them inside your start menu layout, or inside your level. One time created, they will remain active in any layout.

    Place them outside, or leave them inside, it really don't affect performance...

  • You don't need, make a new layout (normally the loading screen), leaving it with your sprites inside. One time created in the runtime, the object will remain available for you in every other layouts.

    As global objects, they can be placed outside the layout too, and you can disable the collision.

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TELLES0808

Member since 27 Oct, 2011

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