BluePhaze's Recent Forum Activity

  • You can check the color in the editor, you can also use the paint bucket in the editor to fill in areas of the sprite with solid colors.

  • Really no way for us to guess at where the problem is as we don't know what your game logic does, etc... the best way to figure it out is using the debugging tools for each platform, if you are using cocoonjs you can use the platform launchers, on ios you can use XCode simulator, etc.... to find issues.

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  • That should work fine, if you can define a starting point (x/y) and an ending point you can use some simple bullet behavior to get from one to the other. Have an overlap condition that stops them when they hit the target coordinates.

  • On touched will also work with that if you have the touch object.

  • You are more kind than I... know way would I do someone's school project for them

    onyichi You really need to put in the time and effort do learn the tools for yourself. And hope that none of your classmates are on these forums...

  • Kcpunk666 Never read the graphic novel but I will admit that Buffy is one of my all time favorite shows... ok... so maybe just maybe I have the Boxed set of all seasons...

  • They are already in groups. Sounds and Music are two separate groups. However, if you turn them off, you also need to make sure that any place in your code that would normally start them checks to see if they are supposed to start. That is what the above examples do for you. Outside of that you may want to think about reading the manual and doing the tutorials. You will get much more out of working with them then by listening to us when you haven't worked much with them yet.

  • Group objects into families. This helps a LOT! For example in one of my games I had a lot of different types of terrain (Desert, Volcanic, Jungle, Ice...) and I needed to allow for wall sliding and other behaviors to occur on most wall types, but not on Ice. So I created a family called SlideWalls and put them all in it, except for the ice tiles. Now in my logic I no longer have to test for each type of wall, it automatically works for any wall type that is added to the family. The same type of logic carries to enemies, bullets, hazards, etc... anything with similar behaviors or similar events should be grouped in families to simplify your logic. It really reduces the amount of redundancy in your events. And remember that objects can belong to more than one family. For example I have some enemies that can be shot and some enemies that can be jumped on. So I have a family for each, but some enemies fall into both categories so instead of doing special logic for those ones, I just add them to both families.

    The other major tip I have is to use variables to track the state of just about everything. For example in my logic I have some pretty crazy tests that have to be done as certain moves can't be done when wall sliding, or when bouncing off a bounce pad, etc... so I create variables to track each of these "states". isWallSliding, isBouncing, etc... that way when I have to check if they can do a certain move, etc... I just test to see what state they are currently in. This allows for much more complex interactions without having to add a ton of extra logic, you use variable to track the state of objects that you may need to test for in your logic. By thinking ahead a bit you can make things much easier on yourself this way.

  • Have you looked at the turrets sample that comes with construct 2? I would also look at some of the tutorials for turrets. The nice thing about turrets is you can make them invisible and pin them to other objects which gives you nice multi-direction shooting.

  • Practice, Practice, Practice... also there are about 20bajillion tutorials online. The more you use the tools the better you will get. A good starting point is the 2D art for Game Programmers blog: http://2dgameartforprogrammers.blogspot.fr/

  • Since music and sounds are separate, what I do is have a variable for playSounds and one for playMusic. On any event that plays sounds or music I add a condition that checks if the playSounds is true, same thing for playMusic. To shut them off, I have a button in my pause menu that lets them set it on or off. It's just a sprite with words in it for On and Off. It has 2 animation frames, one has the word "On" and one has the word "Off". When playSounds is true it is set to frame 1 so it shows "On". When it is false I set it to frame 2 which is "Off". Also I have an even that when the button is clicked and playSounds is set to false the stop all sounds event triggers. I do the same thing for music.

    If you start music in your start of layout events, just add a sub event to it for playMusic = True. That way if music is off, the music won't play at the start of layout.

    You may also want to make sure you save the game when they change this if you want it to remember their settings the next time they play.

  • Kcpunk666 Everytime I see you post all I can look at is your Avatar's hand... it freaks me out a bit...

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BluePhaze

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