mystazsea's Recent Forum Activity

  • Use some web Gl effects and turn then on or off as needed

    you can also do this to an entire family of objects or a layer if you need to

    I often use a semi transparent overlay and add severe warp effects for a short duration in conjunction with a screen shake effect

  • hey Shoening..you may need to show an example capx...

    collision detection is based on the Collision mesh ..if its too small then yeah the bullet may pass through undetected..

    your ideas are good for trying to prevent this ...

    but it comes down to specific solids and the meshes ..would need to see a demo or capx to really break it down and see what is happening..

    you could try using delta time scale and slow it right down to see if there is another problem ..

    like on start of layout set time scale to 0.2 or something..this might help you see whats going on...it may not either but it could point to your bullets being too fast..to activate the collision events on certain meshes

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  • Hey Shariku

    mmm if you look carefully at your enemy object in the Project tree...(the yellow Box platform controller) and check its properties tab,

    in the platformer behavior, you have still got the enemy default controls set to "yes'

    if you have it this way..whenever the player presses jump the enemies will jump as well because Default are the same for all objects unless its turned off

    Change Uses Default Controls to "No" and then it should fix the enemy jumping issue..

    as for other issues...

    its good practice to place any "on start of layout " events at the top of the sheet...as it will always be the first thing that processes and is usually what you want ...

    if you need more help ..let me know...but it should fix the jumping issue for starters

  • Yeah its a pretty cool effort..Much Kudos and thanks to Savvy001 for posting his example capx ..its one of the best rope swing/grappling hooks demos Ive seen ..You should be able to modify it for anything you need..

    If you are after a more Physics rope ..with segments..i know there is a few capx examples somewhere on the forums..but i cant think where right now..if i can ill dig up some of the copies I have of other peoples demos...

    all great examples of physics rope swings..

    but yeah you could try searching the forums in the "how do I" section i know there are Physics swing example capx's out there...

    Also check out the "rope" example in the Construct 2 load screen examples im sure it might help

  • Hey Greaver, Construct 2 does support Multi touch so it shouldnt be too hard to get what you want to work

    Touch related expressions are covered in depth in the Manual

    https://www.scirra.com/manual/119/touch

    And this Tutorial as well goes into further depth

    https://www.scirra.com/tutorials/202/touch-controls-and-a-trick-to-detect-input-method

    A similar question was asked here...and the answer might work for you as well with a little modification.

    https://www.scirra.com/forum/viewtopic.php?f=147&t=106470&p=788297#p788297

    I would use The Event Condition "Is touching object" or "On Nth touch start"

    and then Actions that move the Object to the Touch X,Y positions for each Touch

    Every tick

    Touch supports Multi touch though the "On Nth touch start" and "On Nth touch end" Events

    Hope that makes sense

  • hey jcstranger, thats a good question ,

    I dont know if there is a better way but ...I would consider keeping in mind the process order of your event sheets.

    Event sheets process commands from top to bottom so basically if you combined this knowledge with turning on and off groups of events you should be able to come up with a solution.

    Or another possibly easier way would be to use Instance Variables, in this case I would use Booleans

    1st ....-Put all of your Collision checked objects into a Family and then assign a Boolean Instance Variable to the Family

    Name it something like "Collision_Enabled"

    Then if you put all of your Collision check Events in a Group on your Event Sheet, you could direct the Z-index equal Collision objects to The Collision Actions in the next Event because Event Sheets process from top to bottom

    The Construct 2 manual entries on Z order are

    -LayerName

    The name of the layer the instance is currently on.

    -LayerNumber

    The zero-based index of the layer the instance is currently on.

    -ZIndex

    Gets the zero-based index of the Z order of this instance within its current layer. 0 is the bottom instance, increasing up to the top instance.

    So..The next step would be to would create 2 Groups of events one controlling the other...You might be able to make this a sub event but it may work better as a separate event...Trial and error will tell which works best

    Group 1 The Z- index Check

    Create the following event and place it within its own Named Group

    for example : "Z-index Check Group"

    This 1st Group event only compares the Z-index of each object and triggers the Boolean Instance Variable per Object BUT only if they are actually colliding..

    This way you save on alot of processor work ..otherwise you will be clogging up the system with unnecessary checks per tick.

    Z-index Check Group Conditions

    -->Object or Family 1--> on Collision with Object or Family 2
    --> System ->Compare 2 Variables-> Object 1 Zindex = Object 2 Zindex
    Actions
    --> System->Turn on Group "Collision Actions"[/code:2o8ncrox]
    
    Next... Event Group 2 
    
    Actual Collision Actions
    
    Create another Event and place it within its own Named Group
    For example : "Collision Actions"
    This Group handles the actual Events that happen if the Z-Index proves equal per object but only if its turned on by the first event group ie  only if the Objects Boolean Variable is Triggered  TRUE by the first z-index check Group
    
    Collision Actions Group Conditions
    
    [code:2o8ncrox]-->System-> For each Object 
    -->Object->Is Boolean Instance Instance Set ("Collision_Enabled")
    Actions
    --> Here is where you would place any actions that are related to the triggered Collisions[/code:2o8ncrox]
    
    ------------------------------------------
    This should be all that is required..I know it sounds complex but if you follow the steps it should work
    providing I didnt miss or forget anything
    
    Hope that Helps
  • zenqwert99 »This was posted just the other day...but there are other examples if you look around in the tutorials and forums

    https://www.scirra.com/forum/viewtopic.php?f=147&t=106642

  • Codeman320, if you are looking at monsters..

    here are some links to help

    http://gameconference2011.files.wordpress.com/2010/12/designing-monsters-for-games.pdf

    http://www.comicbookresources.com/?page=article&id=24496

    http://www.gamasutra.com/view/feature/131735/designing_enemies_with_distinct_.php?print=1

    http://www.flark.net/blog/posts/6/designing-enemies-bringing-it-home

    it really depends on your specific game type, but i tend to think in terms of hybrid designs ..mixed up blends of creatures...or cyborg alien creatures which could be energy types, ai lifeforms, ghosts, mutants can work if the design is unique

    hope that gets you moving

  • hey ijoin, you would make a separate layout to function as your loading screen,

    you can place whatever you like on this loading layout, anything from a progress bar or a simple timed transition

    I do know that layout transitions are feature that are planned for upcoming releases , but its not hard to make a fade in blackout by using a new layer set at the top of other layers with a pure black sprite object (can be quite small say 128by 128 pixels that you apply a fade behavior to...fade in and out the blackout and call it anytime you like in your events screen with any set delay or timer you like.

    loading progress bars are easy to make and dont really have to be accurate, you can just make a timed loading screen to pace out your gameplay flow

    i find its a nice addition to any game to have little feature loading screens ..showcasing artwork or whatever you like in between levels

    some useful links for you to read..

    https://www.scirra.com/tutorials/316/how-to-create-a-custom-loading-bar-for-your-game

    https://www.scirra.com/tutorials/318/how-to-use-loader-layouts-to-make-custom-loading-screens

  • In the Properties f the object you can can set it Immovable or just disable and enable physics via your event sheet whenever you need to....

    keeping in mind that the event sheet is processed about 60 times a sec...you should have plenty of time each second to turn things on or off as needed

    just put in a few extra commands as you need them

    and dont forget to play around with the Global gravity settings..can lead to cool stuff happening...like simulating gravity vortexes and you can link this to time scale events as well to slow down the entire game if you are caught in a vortex...haha

  • No worries ..glad to help out...

  • ijoin, that data can be saved if you use the built in save function

    but you would need to tell construct 2 to save that data just before the programm closes

    and on reopening you should make sure that it checks the data and loads it

    You should read up all about saving data here

    https://www.scirra.com/tutorials/526/how-to-make-savegames

    https://www.scirra.com/manual/120/webstorage

    hope that helps

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mystazsea

Member since 14 May, 2012

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