BluePhaze's Recent Forum Activity

  • As thehen said this isn't the intended use, but if you just remember to subtract 1 from the result you should be good to go.

  • No worries, I am actually a newbie as well, I have only been using Construct for a couple of weeks. But as I have a lot of time on teh train during my commute, I have pretty much read most of the manual and spend time doing searches on the forms each day. I have also started downloading the CAPX files that others post when they ask questions and using them to try to come up with my own solutions. So it has helped me pick it up fairly quickly.

    For structuring your code the easiest way I have found is to create multiple event sheets, for example one for player movement, one for enemey behavior, one for any events tied to that particular layout, etc... this gives you a much better chance of finding issues if you know where the code that effects a particular object is.

    For alternate controls, you can use the platform simulate control action. This lets you say for example, if they hit this button, simulate the platform Up action, or the platform left or right action. That way you can have other buttons that respond the same as the arrows do. You can also just use the keyboard object and fire off events based on keypresses. Another option is a plugin that lets you create alternate control schemes.

    One thing to keep in mind with creating your control schemes is that it is not always the best idea to translate your keyboard or controller based actions directly to touch screen. For example, if I want my character to do a wall jump, then on a controller I may want them to hit the jump button + the opposite direction of the wall on their controll pad. Or even more complex actions that require multiple buttons being used together. On a touch screen usually thumbs are being used so you can't easily do multiple button presses like that, so for touchscreen I actually combine or simplify my control scheme. For the above example, if it was touch screen, then for my wall jumping, I just require that they hit the opposite direction on my virtual directional pad, instead of forcing them to hit other buttons at the same time.

    While it may take a bit more time on my end, the experience is better for those who are not using a controller or keyboard. You should go through the tutorials on intro to construct as it has you create the ghost shooter game that using mouse shooting, also the two tutorials on creating platformer games are great as well here they are:

    Beginners guide (Ghost Shooter Game): scirra.com/tutorials/37/beginners-guide-to-construct-2

    Creating a basic platformer in Construct:

    scirra.com/tutorials/253/how-to-make-a-platform-game

    scirra.com/tutorials/243/building-a-platform-game-a-beginners-guide

    I am currently working on a series of tutorials on enhancing or adding more advanced platform behaviors to a game that I will be publishing to the tutorials section in the coming weeks.

    Welcome to the site and as a fellow newbie here, I look forward to seeing what you make!

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  • Awesome, glad to be of assistance! Just remember that if there is anythign in your game that can reset the players score, that you need to reset your player_next_live variable too.

  • No problem, glad it worked for you.

  • Most likely you will need to look at the requirements that Nintendo has for doing this. What technologies, languages, platforms, etc... they support. Construct uses Standard HTML5, so it is more of a does nintendo support HTML5, Box2d, etc... question, than a does Construct support creating Nintendo Games question...

  • Hello Beaverlicious,

    Almost everything you are asking about is either in the manual, the tutorials or the forums. You just need to use the search box here on the site.

    Here are a couple of answers though:

    Each layout is basically a level or room. TO create a new level, you simply create a new layout. There are system events to load layout so you can say when X happens, load layout Y. You just need to create new layouts in the project window.

    Each Layout has it's own event sheet. If you want to use an event sheet in multiple layouts, you need to use the include option in your layout. This will let you use multiple event sheets and reuse sheets between layouts.

    There are multiple posts on creating lifebars in the forums.

    There are also tutorials and forum posts on creating multiplayer games as well as facebook integration etc...

    I recomend you take some time to search the forums and the manual. Searching for thigns like "life bar" and 'Event Sheets' will get you al ong way...

  • Add another global variable called inPlay or something that makes sense to you, update the logic of your scoring, etc... to only function when inPlay is set to true. Then update your button logic so that when they hit the button, before it calls restart layout, it sets inPlay to False. Then have an event on layout start that sets the variable to true so that you can continue with your score, etc...

    Hope that helps for your situation.

  • codefoster do you know Bruno Terkaly? Before he was a developer evangelist we were on the same team based in SF.

  • Awesome, thanks!

  • So if they die and have over 1000 points, when the level starts it sees they have over 1000 points and gives them another life right?

    Since your score can go over 1000 you may want to have another variable called player_1up and when you add points to there score also add those points to this variable. When it hits a thousand, give the player a new life, and reset the variable to 0 so that when they respawn or the layout restarts the number is not over 1000 and won't just keep giving them free lives. Don't test on the score variable or they will get a new life everytime the check is made once their score is over 1000. Unless they lose points or you reset the score, it will always be true once they reach 1000 points and at that point anything that triggers the check will give them another life.

    For example if they have 1001 points, and then they get a fee man, then 10 seconds later they are up to 1101 points if the check gets triggered again they would get another free life since they are still over 1000 even though they haven't made another 1000 points. Does that make sense?

    Unless you are already handling those scenarios. It is hard to tell without either an image of your event sheet or a capx.

    Hope this helps...

  • Thanks for the reply. I am definitely familiar with the perf of IE10, my main purpose was just checking if the Windows app had a any additional optimization for html5 apps. Without webGL or a Windows 8 implementation of appMobi's directCanvas to give some added performance I am trying to make sure the games perform well as Windows 8 apps and Windows phone apps without having to alter the experience too much.

    I still have my fingers crossed that there will be a Windows based option that works in IE to bring game perf and framerates up to a similar level as the above mentioned technologies.

  • This is where the Manual comes in Handy. It has a reference for all the system events. Here is the one for End of Layout: google.com/url

    gah... I hate how the URLs from this site paste in...

    Anyway, the moral of the story, is RTFM...

    Start & end

    On end of layout

    Triggered when the layout is ending. This can happen when the project goes to a different layout or when the project closes.

    On start of layout

    Triggered when the layout begins.

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BluePhaze

Member since 20 Dec, 2012

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