vee41's Recent Forum Activity

  • Great Idea! Here is our contribution...

    http://www.indiedb.com/games/firefly-village/videos/firefly-village-lite-preview

    Great stuff! :)

  • hello people am new to construct 2.

    am making a shooter game and i want to make a gunshot sound to work correctly.

    so i made it when i have left click down to shoot and spawn a bullet.

    am trying to put a sound when the bullet is created, i achieved that but the problem is that when the game starts the sound is played once how i can stop this?

    i have the bullet on the layout, please tell me what i can do, or some opinions. thank you

    I usually have 'Objects' layout or something similar, where I place 1 copy of every object. This layout is never used in game, just holds the objects. Now I don't have to place any extra objects outside layouts etc. on my actual layouts.

  • Just to be clear:

    When I say "Burst-Fire", I mean a gun shooting a number of successive rounds with a single pull of the trigger.

    With the code I have so far, I can make an Automatic/Semi-Automatic Rifle/SMG/Pistol/Shotgun/Spreadgun. You name it.

    But for the love of god I am struggling to figure out how to make it burst-fire.

    I've tried using loops and calling the same function within itself to no avail.

    Here is a the section of my code:

    - At the top is the conditions that need to be met for the function to be called.

    - the "weapon.bulletsPerBurst" is what determines the weapon to be a single-shot or spread-shot.

    - "weapon.burstRate" is what I use to determine how many times that weapon shoots successively.

    Event Sheet Snapshot

    <img src="http://i.imgur.com/ol5oQVe.png1" border="0">

    Any help to make this work will be appreciated.

    I'd probably do it something like this:

    for 0 ... to bulletsInBurst-1

    .. wait burstRate*loopIndex

    .. Spawn bullet

    .. Set variables

  • Thanks for reply, but I don't need to save EXACTLY where I left off. I just need to save which levels are open, complete or closed, and global variables. And when player starts the game, it automatically loads it, like in Angry Birds/Where's My Water and etc.

    Take a look at webstorage object. You can save your variables between game restarts, and initialize your game based on those.

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  • It's always been that way?

    As far as I've been using C2, and my guess would be for eternity before that as well. :)

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  • Event sheets are calculated every tick. So you are creating 3 objects every tick. You need some sort of trigger or condition if you wish it to run only once. Try the same thing, but at your for loop condition add 'Trigger once while true' from system events.

  • Ashley

    would it be possible to enhance the great sprite font plugin by reading the ouput .fnt file or automate the process of individual character-spacing in some way?

    take a look at a fnt-example here:font.fnt

    (open with a txt-editor)

    edit:

    the output png is as follows

    <img src="https://dl.dropboxusercontent.com/u/6200498/Construct%202/font.png" border="0">

    I second this request for .fnt support, it would add a much needed option for C2 fonts in general. Web fonts can be unreliable if you are not connected to the internet, sprite fonts with customization like this would be #1 option for most projects in my opinion.

    Edit: Just found set character width action, which caters for most of my needs. :)

  • blackhornet this is a great tool, thank you!

  • You could put all in one door object, give the object instance variable 'level' and do something like this in events:

    ->On door clicked

    ... Go to layout door.level

    Now clicking on door would take you to the layout that's name has been typed in the 'level' instance variable of the specific door object.

  • Should work, probably something else that is causing the problem.

  • JSON formatted import to hash table and then I can call the value at any time!

    That is pretty much what dictionary does.. :)

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vee41

Member since 12 Apr, 2012

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