Lou Bagel's Recent Forum Activity

  • A sprite of one that is. If anyone has one handy I have a cool idea that just hit me and I can repost a capx (or link to playable) in probably like 10-15 minutes.

    Also, a town, building, or some kind of scenery or else he won't have anything to blow up.

    I think it would be neat for all to see to say the least . . .

  • You have very good work but I like your profile pic the best, ha, it makes me ashamed of mine . . .

  • ...after playing around a little with the grenades this actually makes me want to make a game with a totally destroy-able environment. Imagine instead of Toad a guy with a bazooka completely wrecking a city . . .

  • Sorry it took a little while, I was at work before.

    ...and I took a little time to make the capx fun (for me at least):

    https://www.dropbox.com/s/z4erazryf5tb0 ... .capx?dl=0

    I organized and commented everything to try and make it easy to follow but feel free to ask me any questions!

    Enjoy!

    *Note: The images were obviously taken from Mario 2. I hope that doesn't get me in trouble anywhere as this was only for learning purposes.

  • I'm not near Construct right now but I would wager

    On Space

    -Erase Tile: PositionToTileX(CharacterSprite.x), PositionToTileY(CharacterSprite.y)-1

    Or, if tile size 16 then PositionToTileY(CharacterSprite.y-16)

    I can take a look in Construct later and be more exact but that's the idea.

    Also, I would actually wrap it in a function so you can reuse it later

    On Space -> Call.Function("eraseTile", PositionToTileX(CharacterSprite.x), PositionToTileY(CharacterSprite.y-16))

    Function "eraseTile"

    -Erase Tile

    --X = function.param(0)

    --Y = function.param(1)

    But if you aren't familiar with functions start the testing without it

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  • In the manual there is an action for erase tile:

    https://www.scirra.com/manual/172/tilemap

    So the only other thing you need is a reference of where your character is on the tilemap, which I assume the second expression on that page will work -> PositionToTile

    Then you would have to add 1 to the Y tile so it destroys the tile underneath the character's feet.

  • I was actually trying to help someone else answer a question for choosing a random animation. If there was a count expression you could simply do Play Animation: "Animation"&ceil(random(0, AnimationCount)) and name them Animation1, Animation2, etc.

    Yes, it is not that useful, as opposed to just counting yourself, but I always appreciate it when setup to avoid manual input and oversight, when adding/removing animations in this case.

    More specifically was thinking Idle animations so add a folder for all the Idle animations and name them Idle1, Idle2, etc and find a way to do a count for the animations in that folder

  • I'm not sure how to tell what is wrong but I check to make sure you have all of your settings and formats correct:

    https://www.scirra.com/manual/52/import-audio

    I'm not audio wiz, I've only used audio files a few times in Construct. One time though a file didn't have the optimal settings but I figured hey I'll try it anyway. It worked fine in my browser and I forgot to change it and later when pulling it up on my phone it made horrid noise (like a dial-up modem or a fax). I can't find it right now where I read what the optimal settings are but since the link I sent is part of the manual I assume the bits and Hz displayed in the image are recommended.

  • You could also do the same time of thing based on score, if you prefer it get harder based on that instead of time.

  • Could you just do:

    1st Key is down & 2nd key is down?

    And add the Trigger Only Once if you want it to only run once when both keys are down?

  • I know there is a AnimationFrameCount to count the number of frames in an animation but I didn't see anything like AnimationCount to count the number of different animations in a Sprite. Is there any other way to detect this? Or the amount of animations in a animation sub-folder?

  • I am in the same boat for a project I have in mind and oosyrag makes some good points.

    I haven't had enough time/energy/motivation/clear mind in one sitting to break down all the parts in the multiplayer tutorials/examples. It is high on my to do list though as I know I will want to use it eventually evin if not for the project I have in mind, so for me I know it is 'worth' doing.

    If you make the game without the multiplayer functionality first you will most likely have to start from scratch when creating the multiplayer version. But I may make a single player version first anyway to focus on the game play elements and making the game fun. I'm sure making a bunch of changes to optimize game play will be significantly more difficult with all the multiplayer elements involved.

    Good luck and I will let you know any tips if I get it figured out!

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Lou Bagel

Member since 7 Sep, 2015

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