miguel-romm's Recent Forum Activity

  • Hello, mates.

    What's the best way to do a toggle button? The methods I've tried these past days doesn't seem to work and it's so annoying...

    I want this:

    · In the scene, there is a character.

    · If the player touches the button > The sprite (state) of the button change, the actual character dissapear and appear another at the same position of the initial character.

    · When the player touch the button again, it's the same process, but the other way around. So the button have two states and there are two characters to alternate.

    · There are two classes of objects during the game. Character A can collect only object A and character B, only object B.

    What's the best way to do this? I'm confused, because I don't understand why my methods have failed.

    Also, another simple doubt:

    I've set an action when the player touches any area of the screen, but I don't want to activate this action when an UI button is touched. I only want to activate the button action. How could do this correctly?

    Thank you for your help!

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  • If the path is circular, as on your picture, it's easy. You can pin the platform to another sprite (pivot point) and rotate that sprite.

    If needed, change the Platform angle of gravity as well.

    Thank you, dop2000! I will try it

    I would like to know what’s the best way to make a path the platforms move along it.

    This path would have a curved form and the platforms and rest of elements should follow its angle.

    This’s a quick sketch I made to understand my question better:

    Thank you!

  • I would like to know what’s the best way to make a path the platforms move along it.

    This path would have a curved form and the platforms and rest of elements should follow its angle.

    This’s a quick sketch I made to understand my question better:

    Thank you!

  • Look in your C2 examples folder. You will find circular platformer example in there.

    As for procedural generation there are many many ways.

    You can use:

    Every X seconds. Timer, triggering events...

    Thank you, MPPlantOfficial

    I saw the examples you mention, but I don't see very clear how to implement that in my concept taking that templates like a base. And for the procedural generation subject, well... I'm a beginner using Construct, so I'm a little bit lost when I read your answer. I would appreciate a lot a little guidance/explanation or help in form of some tutorial in text or video to understand correctly the way to create procedural generation levels.

    Thanks!

  • Hello, I would like to ask you a few questions about a mobile game that I’m working at and I think using Construct will be a great solution, because I don't have knowledge about coding.

    The game I’m working at is an infinite runner/platformer, where the character is only jumping straight, meanwhile the platforms are moving to the left. The center of gravity in each level is on the middle of a circle (the level itself), so the character has to be always attracted by the center.

    How could I make an algorithm so the platforms and the other elements, like collectable items, enemies and another obstacles, will create themselves in a procedural way? Which will be the best way to do it?

    I’ve read a tutorial about how it has to be done (for an horizontal-scroll platformer), but I would appreciate if you would help me with more information, because I don’t see it so clear...

    Thank you! 😉

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miguel-romm

Member since 4 Feb, 2018

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