TELLES0808's Recent Forum Activity

  • Hello everyone,

    I'm new to Construct2, and I'm trying to create the following behavior:

    - Create a new object each 0.5 seconds

    - If I've reached 10 objects on screen, remove the first one.

    what I have:

    - System.Every 0.5:               Create object Obj

          System.Obj.Count >= 10

          System.Pick-nth-instance Obj(0)     Obj.Destroy

    I hope I wrote it in an understandable way.

    What I'm trying to do is get the first Obj instance and simply destroy it.

    Thanks!

    Also, it may help you: scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

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  • I always use the same system as "Castle Crashers" and "Final Fighter", and any hack and slash game, by doing a simple 8 ways behavior on a shadow, instead of the player, so, the player instance is a simple sprite, and the real player is the shadow. When the player jump, it check it's Z from the shadow. Simple, efficient and large used on the game industry.

    You can also detect the damage by checking the collisions on the player sprite, leave the shadow for movement purposes.

    Edited:

    I think my explain was not so clear to understand. Let's try again.

    • Make a shadow in one instance, also, it can be a invisible object;
    • Make the player instance, place it over the shadow and update its coordinates relatively to the shadow.
    • Instead of making the player really jump, make it jump only relatively to the shadow. So can do the jump using math or using the platform behavior, pinning a solid to the shadow (it's not the best practice).
    • Any other things like the damage masks, collision masks (with other objects and not with the scenario X and Y limits) you'll pin on the player, not on the shadow, but the collision masks, you'll pin to the shadow, so, your player will not be able to walk out the scenario limits.

    If you have a CAPX to share, we can work on it and may help better than an explain.

  • Ashley

    If possible, include:

    - Check last saved state (it will make easy for beginners to make a "Continue" button);

    Our Brazilian Community will wait til the feature get alive before release some games, instead of working on a complex save system too ^^

    Thank you!

  • unpin, move, pin again.

    If you have difficult on knowing what car is pinned with what shield, use instances variables.

    You can learn about them here: scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

  • >

    > 2) The ability to move global variables to another event sheet. As my game grows and I split code out to separate event sheets, I find my global variables are stuck in the sheet I created them on (since moving them deletes all the related nodes). I'm wondering if I can mess about with the XML files to do this...

    boolean: You can already move the variables.

    When you cut them, indeed, actions and events related to those disappear.

    But once you paste them in the destination events sheet, they all reappear.

    Magic !

    You can't simple make a event sheet, calling it by "Shared Global Variables", with all yours global and import then on every "Stage Event Sheets"? I do this way and never worried about. ^^

    Nice ideas, and the mapping keyboard is really the best suggestion here.

    I was doing a huge system to check the last pressed and set it to the selected input command, but this way I limited the player to press only the offered keys on the list =\</p>

  • dl.dropbox.com/u/19702035/cuttest.capx

    Here's a commented example showing it off. Unfortunately, making the cut at an angle (probably) takes some math which is just too extreme for me to be doing at 6 in the morning. <img src="smileys/smiley36.gif" border="0" align="middle" />

    Edit: I actually just thought of a simpler way that cuts out all the math! But now I'm passing out on the couch, so gimme a few hours and then I'll do it

    Nice example ^^

    Looking forward to see the complete sample file!

  • In your bottom layer properties, set transparent to YES.

    Ohh, awesome, I didn't know about it!

    Now we can make games overlapping a whole page, like the "Dungeons on the Forum", an old browser game playable on any page. I hated the game because my page was too hard to save the survivors, but the idea never died.

  • Man, I can't understand your phrases and what mean &&?

    Also, if you need help with a specific item, share the CAPX on the post and ask one question by time, it may help you get helped faster.

  • You may do it by the easiest way.

    • Make the head and 2 or 3 body parts;
    • Set the origin point of each image to be at bottom or right, or left, or up, but keep the same for all of them;
    • Add a new point on the opposite side;
    • Set their X and Y origin to match the second point of the sequenced body part, example, the first body part will pin to the head, then, ahead;
    • Make a number instance variable for the body parts and call it by "ID";
    • The body parts and head on the canvas, you'll set their ID manually, but each time the snake eat a apple, you'll need to add one to the ID count and set to create a new body part, attaching it to the body part with the ID-1;

    You can improve it by doing a tail on a new frame animation for the body parts, and checking if it's the highest ID, if so, change its sprite number, also, make the animation speed to 0.

    For more information, please, read this tutorial, it may help understand how to get a specific item on the canvas and for future projects! =]

    scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

  • How you move your bike? by clicking?

    you can reproduce movements without any behavior, by just updating their own X and Y.

    If so, just make a instance variable for the player bike and then check how click by second the user is doing. Add it to a math to multiply the mouse count by the dt and divided by the time_count (you can use the time_count of the canvas or make another instance variable, where will be updated every second, for example).

    You can make it by many ways.

    If you still needing help, and I think you'll earn something with it, please, read this talk: scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

    Plus, if you still needing help, place a CAPX with the minimal code and objects here and We can make the deal for you.

  • Also, if you really need to use the solid behavior, pin it to the player.

    You can see it in live and working, plus, download the CAPX, just clicking on my signature.

  • I would like to suggest C2 maintain the last location of the exported folder, because it's a long, long path and every time we leave the software and come back (or it crash) we need to click and click and click again. It's okay if you do 2 or 3 times, but is very expensive in a long day.

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TELLES0808

Member since 27 Oct, 2011

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