Constructinator's Recent Forum Activity

  • YES! That worked. Much appreciated.

    For reference, if others struggle with the same:

    I first set the variable Smashing to 2 when the block is created. Then when the ball hits the block, I subtract 1 from the variable Smashing.

    Next, I create one event where I Compare the variable, and check if it's set to 1. If it is, I change the animation frame to 1 (to get the cracked block).

    Finally, I check again in a new event, and see if the variable is 0. If it is, destroy the block.

    This way, I can use multiple blocks pr level, as they all use individual variables. Adding more frames (to make the blocks harder) is a bit tricky, as you'll need to check for every single number of the variable, and take actions accordingly.

    Also, I set all of this on a General Stuff-event sheet, then include it on every Level-specific event sheets. This way I only need to create the events for each block once, and I can do fun stuff with each individual level if I want to (like scripting sequences etc.)

  • I found this video recently that talks about how to make a great game with some comedy thrown in. It has been paramount in my education as to what makes a great game so I thought I would share it with the forum.

    Thanks for the link, but it felt a lot more like a video talking about why Mega Man X is awesome. There are a few things there we can learn (like not going overly ballistic on the tutorial), but for the most part, it didn't help me much. For a video telling us to let the player learn things on his own, it was annoyingly obsessed about telling us that.

  • I tried that generator, and ended up with...

    Geriatric Midget Interceptor

    Demonic Banjo Spides

    French Turtle Derby (picture Destruction Derby, only slower) :p

    No One Can Stop The Hillbilly In Magic Kingdom

    And my favorite...

    Inappropriate Lego Brothers (so wrong on so many levels...)

  • My Breakout-game is coming along great, and now it's time to smash some blocks. The regular ones are easy enough. On collision with ball, simply play a sound and smash them (in that order, so I'm sure the sound is played.) But the harder blocks?

    What I've done so far is that I have a zero-speed block-animation with two frames (the undamaged and cracked block), then simply change the frame from 1 to 0 when the ball hits (as the animation starts with frame 0.) I do this by first creating a local variable called Smashing when the block is created and set it to 2, then set it to 1 when the ball hits. This works fine. I've tried having three of those solid blocks plus a few normal blocks in a level, and everything works fine. (note: It's tempting to set the frame directly to 1 when the ball hits, but by using a variable, I can have as many frames as I want. I could require a block to be smashed ten times this way, if I wanted to be a bit evil. But I wouldn't do that. Nope. Not at all. Most likely-)

    However, how do I smash the harder blocks the second time they are hit? It should be simple enough to check the variable of the block once it's hit, then destroy it if the variable is set to 1. But... how? Much as I love Construct2, I can't seem to figure out how to make an event have three steps instead of just two. (ball hit -> check variable -> smash it if necessary.) All I can do is check the variable if the ball hits. I simply can't find a "Check variable" anywhere?

  • Thanks, that comes in handy. I don't need a mouse cursor yet, as it's the early stages of a Breakout-game. But I will need one later when I'm working on menus, so I'll make a custom one for those.

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  • I'm beta testing Elder Scrolls online again this weekend. I think it's pretty much open beta now if you can figure out where to apply.

    (participants this weekend will get a free monkey pet when the game launches.)

    Thanks for letting me know. Consider me playing ESO all weekend.

  • Hehe, I'm having a lot of fun, yes. And while it sounds weird with "I have a prob... wait, I don't... actually I do...", there's a reason for it. When I get a problem I can't solve, I ask for help here. But that doesn't mean I give up trying to solve it. Sometimes it's a big problem, and I can't solve it. Other times, I'm missing something obvious. Like a stupid, invisible block.

  • Thanks! That helped a lot.

  • Hopefully a simple question, but is it possible to hide the mouse cursor when you run the game? Sure it's in a browser, but does that mean I'm doomed to show the cursor?

  • Thanks, I'll try the family stuff. Howeve,r now I have a new, weird problem. I deleted the layout for level 2 and 3, then duplicated level 1 twice to make a new version. This works fine, except that when I change the event-sheet for one layout, it changes it for all of them. How can I assign individual event-sheets? Strangely, it worked fine the first time, so is it a bug? Or am I just missing something obvious again?

    EDIT: Solved the event-sheet issue, but now the game refuse to get past level 2. Even when all blocks are gone, it doesn't go to level 3, despite the event-sheet telling it to go there when all blocks are gone. It's the exact same code I've used all along, except now it doesn't work. Weird.

    EDIT 2: I cleared out all of Level 2 and put everything back, and now it works. Must have been an invisible block somewhere, I guess.

  • Interesting. Right now I don't use Families to change levels. A simple sprBlock.Count = 0 does the trick quite well. The only problem is, as I said, that I don't know how to add other event-sheets into a single layout, or how to move to a new level. I can go from level 1 to 2 by telling the game to go to Layout2, but I can't seem to find a Go To Next Layout or anything like that. You would think it would be that simple, but... no. Or is it just me who's missing something?

    EDIT: D'oh... I tried right-clicking the Event-sheet, and it says right there "Include Event Sheet". So I made three new Event-sheets: One for level 1, one for level 2, and one for level 3 (each a different layout). Then I changed the name of first Event-sheet (with the pad, ball and blocks) to "General Stuff", and added a simple sprBlock.Count = 0 to each of the level-event sheets. So if the sprBlock.Count = 0 in event sheet 1, go to layout 2. If it's 0 in layout 2, go to layout 3. Now when I smash all the blocks in level 1, it continues to level 2, and when I smash the blocks there, it goes to level 3. Problem solved.

  • I haven't worked with Construct2 much, but I did use Game Maker for some time. In that one, I would create a naked template for the player, then add the hair, clothes etc on to that. So for the hair, make a seperate object that stays on top of the template's head. (in GM, I'd use "Hair.x = Template.x" and so on. Not sure how to do it in Construct2, but I guess it would be something similar.

    Also, I'd create a new variable called Hair, then assign the player's chosen hair to that template. That way I can use that variable for all hair-stuff, no matter what hair the player chooses. I hope you understand what I mean.

    Edit: For that matter, that is how a lot of "big" games do it. Resident Evil let you change costume, for instance. If I'm not mistaken, that is possible because the base model are naked, so they put the clothes on the model after you start the game. Naturally, the player won't see a naked character, but it means it's easy to remove the clothes and put other clothes on. Pretty sure this is also why some games have glitches where you see the character naked.

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Constructinator

Member since 21 Oct, 2012

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