TELLES0808's Recent Forum Activity

  • and reading the manual also helps: http://www.scirra.com/manual

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  • Kiira

    I'm with troubles dealing with short time to make maps for Equilibrium and the game stuck on this step.

    Do you know the "Tiled" editor? I need help of a mapper to make maps using the Tiled (the tileset/mapset/mosaic I can provide).

    If you have interest in help, it would be great and very welcome!

  • and/or, put on the conditions the "run once while true", it's on the system sub selection menu.

  • Kyatric, excellent job on the university!

    I'm thinking about it and never occur something strange on creating and setting up an action where two or more objects are created and configured.

    But, it need a re-test with two objects of the same type (Example: two bullets) with different configuration from each other (example, an spaceship shooting two bullets, but one go 90? and the next one go 270?).

    So, the code could be (and was what I would make):

    Condition

    On touch screen

    Actions > Create bullet on layer "Game";

    Set bullet angle of motion to 90;

    Create bullet on layer "Game";

    Set bullet angle of motion to 270;

    Later I say what happened...

  • ,

    For example:

    Condition:

    On Touch screen;

    Every 0.01 second;

    Actions:

    move sprite 1 pixel toward position to Touch object;

  • You can right click on the frame list, inside the animation editor, and select "Import Frames" and select them all by holding shift or CTRL (the last one is to individual multi selection)

  • Hello,

    I was reading some tutorials and find the advanced tips and tricks from Whiteclaws

    After the read, I learned something ugly of my point of vision, as a non programmer and a common user of C2.

    ait 0 Seconds

    Wait 0 seconds is designed to postpone until the end of the current run of events (not even the next tick - the same tick, but after all other events).

    Explanation :

    Condition 1

    .. Event1

    .. Event2

    In this case , event 1 & event 2 will occur in the same tick

    Condition 1

    .. Event1

    .. Wait 0 seconds

    .. Event2

    Putting a 0 seconds will insure that Event2 will only occur after Event1 is finished

    Some examples ...

    On start of layout

    .. Create Object1

    .. Set Variable1 to 0

    Here , the two events occur in the same tick , meaning the object is created in the same moment as the variable is changed , The object isn't ready , so the variable is assigned before the object is created ... Doesn't work .

    If you place "Wait 0 seconds" between the two , C2 will spawn the instance , wait until it is ready , and then assign the variable

    This trick is very useful when you need to call a function then call another depending on the result of the last one ...

    scirra.com/tutorials/510/advanced-tips-and-tricks-that-construct2-offers

    I always believed C2 did the actions in sequence, without the necessity of waiting 0, also, I never saw a code using the wait 0 before, but if it's true, all my job will need to be redone, without the mention of my pupils =

    Ashley , do you can clarify if it's really necessary or just a "best practice" or C2 already do the actions in sequence?

    That's annoying create an object on the canvas, like an enemy, where you want setup his sine behavior to meet the route you wanted, and all this event run at same time, what could be a mess and/or miss the sine configuration to that specific object and/or shuffle it with another object spawned on the same event.

    Thank you for any advice!

  • upvoting for a post, or a simple "Thank you" button would be sufficient to increase the post valor, didn't?

  • CleverName81

    I'll explain my personal workflow for games like this:

    Create an invisible sprite as the player, where I will do all the events.

    Create a sprite to be a mask over the real player, it will show all the player animations and is only for this purpose.

    Create the follow behaviors:

    Invisible Player: Platform; Bound to layout;

    Player mask: Pin and deactivate the collision for this object (left menu, on the bottom, lastest option);

    Create the follow instance variables:

    Invisible Player: attack_ON: false; health: 10;

    Configure the platform behavior to meet your requirements.

    Now, follow the events:

    ON START OF LAYOUT > Set player mask.X -> Invisible Player.X;

    Set player mask.Y -> Invisible Player.Y;

    Pin player mask -> Invisible Player;

    Now, go inside the image editor for the player, setup his size and collision polygons to be smaller than the player mask and square, also, put the animation loop OFF;

    On the player mask, import the player frames, also, make all the collision polygons to be square, these polygons will not be used on the game. Put the animation to loop or not, do what you feel better.

    Separate the animation types, like attack, on another animation name.

    Configure the attack animation to be with the frame animation = 0 and setup the looping to not happen.

    On the event sheet, do the follow code:

    On Key X press > Player Mask animation -> "attack";

    animation frame = "your desired frame";

    And ahead.

    With a CAPX it would be easier to explain.

  • You're using floor on create and not on randomizing, maybe is it, I'm not sure if understanded your logic because it's not like it's on the C2 event sheets.

    Do you have any CAPX to share the problem?

  • Rep: 1977 lollllll

    I'm curious about how it will work, anyway, nice job Tom, thank you a lot!

  • Go inside the conditionals to play the sound and select on the system > Play once while true.

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TELLES0808

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