nimos100's Recent Forum Activity

  • Your grid starts at 0,0, your origin point is in the middle of the object, thus 20px off-grid. Either move the origin point to a corner or use a 20x20 grid.

    Some grid shift settings would be quite cool I think, so you could for instant shift the grid it self by a certain X,Y value. But as Somebody said I would do it that way as well.

  • You could use a tilemap, with tiles that equal the size of the player and throw a solid behaviour on it.

    Then you can store the player tile position and use that to check vs collision.

    So if

    player.Tile_X = 5

    player.Tile_Y = 5

    And the player press Right key to move to the right, you can do a tilemap comparison, so:

    Tilemap.compareTileAt Player.Tile_X + 1, Player.Tile_Y not equal 0 --- (If that is the tile you use as collision)

    ....If that is not the case, you just increase the Player.Tile_X by 1 and convert the Tile position to a pixel value position (standard X,Y)

    And you can do that for up and down as well, just by increasing or decreasing the Tile_Y variable.

  • > From your description C2 will be more than able to handle that.

    >

    Thank you Nimos!

    Would you have an idea what aspects of C2 I should pay special attention to? If you have some 'keywords" I can look them up myself

    Not really its just all the basic things. If you just do the tutorials I think you should be fine. Im not really aware of how that game you referred to works, so its just based on your description. C2 have certain limits, but I don't think you will encounter them with a game like that. And to get into the specifics probably wont make much sense to you I think.

    But you should be able to at least test a lot of the things you want to do, with the free version. However to make the complete game, you would probably have to buy the full version as the free version have a lot of limits to it. But it should give you an idea of what you can make, I think

  • From your description C2 will be more than able to handle that.

  • Could you do this for me please as i am very confused about how this would work and how to do it and could you then post it please and thank you.

    I could, but wouldn't make much sense, since you need to make the graphics and the whole combat system. As I said in the first post, these things are missing, so there is not really anything to help with in that regard. Also you probably want other types of enemies, so you have to make those work as well.

    As Lordshiva suggested, you are better off doing it yourself and try to figure out how to do it. And if you get stuck again you can ask on the forum.

  • Think you have done it wrong then and that's why it doesn't work.

    Here is how you do it:

    Select all zombie by choose it in the projects list on the right side, then change "Set angle = no"

    The bullet angle of motion is written as shown in the image. So you only need 1 action and not 4.

  • Uh, sorry to butt in here, but. Your helpers in this thread missed a *really* obvious solution.

    Put your KeeperBox and SkeletonKeeper in a container together.

    Yeah that a good idea Thumbs up

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  • Here is a very simple Capx that shows you how to use a family with a variable, and how you can use it to pick the correct workers in different ways.

    [attachment=0:2mc4mvk7][/attachment:2mc4mvk7]

  • You cant do that, you have to create each of them individually or use a plugin, Can't remember what its called.

    Otherwise you can create the menu off screen during design time, and just pin them together and move the parent object to correct place. Assuming its a menu that is not suppose to be there all the time?

  • I would suggest that you go through the tutorials, even though you might not have an interest in making those particular things. It will teach you the basics that you need.

    If you just read certain things specific to what you want to make, I think you will confuse yourself more than it will help you. Because those will require that you at least know the basics.

    1. Learn the basic way C2 execute a program.

    2. Learn what objects are and how to use them.

    3. Learn how to pick objects and variables

    4. Learn how to use Loops

    5. Learn functions

    6. Learn how to play sounds.

    7. Make you piano

  • The problem is your picking.

    There are no way for C2 to know which skeleton you are referring to, so it just select all skeletons that match your picking.

    And since you don't actually pick any in the event, but you use "Set skeleton Not Mirrored", it will just select all skeletons. The blue Keeperbox, is not really needed, you might as well just use the skeleton sprite it self. As you will now have twice as many units than needed.

    Anyway the problem is not easily solved, as "bad" picking is something that affect you whole game. Meaning that the structure for picking the correct skeletons are not there, so to fix your problem you have to redesign how these skeletons and Keeperboxes are linked together, so you can pick them correctly.

    So you need to really understand how picking works, otherwise you will keep running into weird problems. Would probably say that's the most important thing to understand in C2 when you start using it. Because if you get it wrong from the start when you create a game, there is a very big chance that you will have to spend a very long time solving problems with it later on.

    This is from a former post I wrote for someone with similar picking problems, maybe that will help you as well.

    Events:

    https://www.scirra.com/manual/75/how-events-work

    Objects:

    https://www.scirra.com/manual/68/objects

    System conditions:

    https://www.scirra.com/manual/124/system-conditions

    Basic picking:

    [quote:3eq87pq6]It sounds like you (not uncommon) get a bit confused about how picking works in C2.

    But the way you can look at picking of objects is like a sorting or reduction machine.

    Imagine you have 100 workers with the following attributes.

    100 Workers in total

    20 Workers are wearing a red shirt.

    40 Workers are wearing a blue shirt.

    30 Workers are wearing a yellow shirt.

    10 workers are not wearing a shirt.

    30 Workers are between 40 and 50 years old.

    50 Workers are between 20 and 30 years old,

    20 Workers are between 60 and 80 years old (No pension for these poor bastards!)

    Lets say you want all workers wearing blue shirts and that are above 60 year old to either go home or go to lunch.

    So what happens is:

    Pick all Workers : You pick all workers that match the condition that they are workers, in this case all are so its 100. (You don't really need this, its only for the explanation.)

    Workers must have blue shirts : This will reduce the number to 40 workers.

    Workers must be older than 60 : Depending on how many of those 40 workers matching this you will get a new number that further reduce or sort the amount of workers matching the former condition. Lets assume that its 15 workers.

    Now we cant reduce the amount anymore and we have found all the workers that match all our conditions. And since we want them to either go home or to lunch, and don't care how many goes where. We can do the following.

    For each Worker : This will go through each of the 15 remaining workers and tell each of them to either go home or to lunch.

    Go home or Go to Lunch

    So that's pretty much how it works whenever you pick objects, that you keep reducing or sorting them until those that remains fit whatever you want. And then if you want them to do different things you throw a "For each" at the end and then the options they have afterwards.

  • I wouldn't just store everything in a file, it would make it unnecessary complicated I think.

    So only data that you can control. Meaning you know output and input so its easier to read it.

    That way you can make a function that can parse the data after you have read it from the file. Here is an example that someone made of a simple parser, that I think you could use to create it. But still I would suggest that you make it so the player can only save and load between levels. And only display setting, controls etc are stored in a config file. I wouldn't store level and player name and so on.

    Anyway here is the tutorial (Simple parser):

    https://www.scirra.com/tutorials/757/simple-text-adventure-example

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nimos100

Member since 23 Sep, 2012

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