tarik00555's Recent Forum Activity

  • There are, as always, multiple ways of doing this. My first idea is to have an instance variable on the player called something like "PowerUp" and the timer behaviour. When the player collides with the wrench set the PowerUp to "_Wrench"(you can do it without the underscore). Start the timer and make it last 10 seconds and put a tag to something like "power_up". Now, for your animations, whenever you player any animation make it so it plays "Idle" & Tails.PowerUp, "Jump" & Tails.PowerUp, and so on. Since the PowerUp variable will be an empty string in the beginning it will play just "Idle", "Jump", etc. When you collect the wrench it will begin playing "IdleWrench", "JumpWrench", etc. You have to remember to make these animations.

    The last thing is to add an event On timer and make it so when the timer expires(the "power_up" one), just set the Tails.PowerUp to ""(this is an empty string).

    This can also work even better with families, if you want me to further explain how incorporating families will make the code more streamlined and make it so adding new power ups is easy feel free to ask(I don't have time to do so now ).

    I assumed that Tails is the player in the later part.

  • The event 18 has to be a sub event to the event 17 if you want to check every created map_square.

  • When the object is centered on object 2 stop applying force and set the position to it to be exact. There is the event set position to another object. It's shaking because when it moves to the center to the other object it overshoots it a little so it moves back and forth constantly.

  • Well the container would have the inventory just like the player, too. There are a number of tutorials on the website about inventories. A simple inventory would be an array that holds UIDs of all of the items in it.

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  • I recommend starting of with the beginner tutorials: https://www.scirra.com/tutorials/253/ho ... tform-game. That one covers all the basics of a platform game. The shooting wouldn't be too hard, all you have to do is to make a sprite for the hand, add the Pin behaviour to it and rotate it towards the mouse every tick. When you left click you have to create a bullet and there is also a behaviour for that, too. I haven't worked much with physics, but I believe if you wanted ragdoll physics you'd have to create your enemies out of multiple sprites(head, body, hands, legs) connected with the revolute joints. However making them like this makes it hard for them to walk normally while alive. You could also have a normal sprite for when the enemy is alive, and when he dies create the ragdoll object(multiple sprites as I mentioned before).

  • Thanks for your input, I managed to "fix" it. I acctualy worked with my laptop's brightness set to the lowest and the item icons faded with the inventory backround and I couldn't acctually see that the inventory is full.

  • Simplest way is to put the sprite on layer that has its parallax set to 0

  • Yes, you would have to use multiple text objects tough, and you'd need to position them correctly. When you find the word you want colored you save it to a variable and then make a new text and set its text to the variable. Then you have to modify the color(you can do that with the tint effect) and finally position it to be in the right place.

  • I've been making a top-down shooter for a while now and throughout the creation of the game, while I was playing my player just stopped picking up items. I didn't put any code anywhere to disable his collisions. I tought it was a bug with my item pickup code, so I carried on as i didn't manage to solve it.

    After almost 2 months of not working on the game I added walls, and that is when I realized the player stops registering his collision, as he starts passing through solid objects even tough he has the 8 Direction behaviour just as he stops picking up items. I tried exporting to see if it happens outside construct and, sadly, it does.

    Here's the capx so you can take a look for yourself:

    http://speedy.sh/5SUYc/AlienGok.capx

    Any help would be greatly appreciated, and if you do decide to help out please feel free to post if you can't understand a part of my code as it is not commented at all.

    I've also uploaded the game to dropbox, so you can test and see if you get the problem as well.

    https://dl.dropboxusercontent.com/u/267089024/AlienGok%280.01a%29/index.html

    EDIT: I found that the easiest way to trigger the problem was to randomly drop and pickup items.

  • Sorry that I didn't make a screenshot but I was on my phone at the time of writing. I'm glad you managed to figure it out youself !

  • Make a global variable "score" and whenever you click the cookie(a mouse event) and just add to score(system action.

  • Try setting pixel perfect option in the project properties to on so the postions are rounded to integer values

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tarik00555

Member since 10 Jun, 2012

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