FredFors's Recent Forum Activity

  • I'm also looking for something similar, if i understood you correctly. Like, the player object constantly creates new objects, which fades within x seconds?

  • Hello!

    So i followed this neat tutorial on making a time counter. But now a problem has appeared.

    The timer will start when the game starts, meaning it will count from 0 and up, starting at the menus. For example, when i start the first level from the menu, 15 seconds have already passed by.

    So i need a way to trigger the timer only when a specific layout has been initiated.

    The game will have several levels, as well as seperate high score tables, so in the end i'll need a way to have seperate timers, connected to each level, and a way to stop the timer when the end of a level has been reached, as well as the ability to store it to a value.

    *Edit: I'll also need a feature that halts/pauses the timer for x seconds when the player collides with an object (when picking up an item).

    Anyone done anything similar? Or have any tips on how i can achieve this?

    Any help is appreciated!

  • Thanks, greatly appreciated :)

  • Hey!

    Anyone have any idea how i could achieve this?

    The thought is: When the player collides with an object, that object changes animation (which is really just a still-image of the same object, just slightly modified). The issue is, how do i define that after X number of objects have changed to that animation, another event starts?

    My apologies if i'm not clear here.

  • era: you can embed your index.html, C2's JS framework, the media and images folders inside a UIWebView shell, and sell that on the AppStore.

    Wow, sorry, didnt know :)

    Something i need to check out for sure..

  • Hello There,

    I was wondering if there are games Made with C2 already placed in Android Market/Apple Store?

    I would like to see what kind of games they are.

    Regards,

    mrsponkie .

    Correct me if i'm wrong, but i doubt there is any. A game made in C2 could not be a paid app, or?

    It would then be hosted on a website, which u paid a fee in order to access it?

    Or does C2 have iOS/Android support?

  • Thanks for the input fellas! I'll look into it and talk with the school administration. I think this is what the subject could need: simpler than GM8, and more powerful.

    I'll dig a bit more into it before i suggest it.

  • Cheers!

    I can imagine that this has been taken up earlier, but i'd like to give it a go.

    I'm on my final year of my game desgn bachelor now, and in my upcoming subject, game prototyping and testing, we will be using game maker. I tested game maker earlier this year, but i personally found C2 alot more powerful and easier to use.

    Does anyone have extensive kowledge og both the editors? I would love a few pros and cons listed up here, so that i can propose the use of C2 instead, for the entire course.

    Not only is this a great business oppurtunity for Scirra, but could mean a big batch of young, clever game design students coming this way to the boards :)

  • You should search a little, and see if you find something that suits you or helps you. Heres some of the results i got:

    Link 1

    Link 2

    Link 3

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  • I've made this example. While in the air press up/down arrows to change the gravity. It should be also easy to add left/right gravity.

    Thank you kind sir. Appreciate it! A nice twist to it, would never have thought of that.

  • Hello!

    I've been trying to solve this issue for a few days now, but i cant seem to figure it out. I'll try to keep it short and understandable!

    The player object uses the platform behaviour, and this works as intended. I've implemented a feature that flips/inverts the gravity when a button is pressed down, and goes back to normal platform behaviour if the button is released.

    Everything works fine, except that the controls of the player object while "flipped", gets inverted. I.e; when pressing right arrow while flipped, the player moves to the left. Jumping and animations seem to work.

    Here is the events.

    Some solutions i thought about was to use simulate controls, with custom events regarding the controls. I tried this, but it resulted in not being able to jump somehow, and would require me to redo the events that handles certain animation triggers.

    I've also been fooling around with lots of different events and actions within the flipped state, but nothing seem to work.

    Any tips or directions are welcome!

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FredFors

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