dwiperdana's Recent Forum Activity

  • yeritengqi As pointed by blackhornet, you can learn how to do those things you want from the Flapping bird and the auto runner tutorial.

  • You can put the one object on the top layer, in the second layer you can put the *effect* layer, a transparent rectangle with the color of the tint, and the last layer that you put the rest of the object. When you activate the *spider sense*, you set the second layer to be visible, and set it invisible when you deactivate the sense.

  • I think you should explain more about this 'zipline' thing you want to make. How it should look like and how does it behaves?

  • Have you tried the Line of sight behavior? This is an example tutorial https://www.scirra.com/tutorials/474/pa ... e-of-sight

  • Hello all. I'm from Indonesia, I write Construct 2 tutorial in Indonesian in a local newspaper to help spread game development knowledge in Indonesia.

  • You can use two variable for a counter and a "System > for each" loop, and check every tile on your layout that is blue or red (for example you can check the current animationFrame). Or if the red tile and the blue tiles are different object/sprite, you can use two "for each" loop to count each object type.

  • Else events only triggered when the last event is NOT triggered, so if it always triggered the last event, of course the else event won't be triggered. Have you tried to look at the debugger and see if the Terpilih variable actually change value when you want it to change? Have you tried the "System > Trigger once while true" condition? (it supposed to make sure the event only triggered once, and only triggered again after the statement becomes false, because of a change of a variable's value for example)

    ps: fellow Indonesian here. (Ini buat tugas akhir ya? Eventnya sudah cukup rumit jadi susah bantu cari penyebab errornya kenapa, soalnya minim komentar di kodenya.)

  • You can use the "Go to layout" when the player finished the first level. And if you have a consistent naming of all he level layout (e.g "Level-1", "Level-2"), you can use the same event sheet for each of those layouts, use a variable to store the number of the current level (e.g currentLevel) and use this action:

    System > "Go to layout" > "Level-"&(currentLevel+1)

    This will make your game switch from layout "Level-1" to layout "Level-2". (the '&' symbol will concatenate the number with the layout name to be loaded)

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  • I think the basic function of a hidden object game is covered, but the game still needs more levels to be interesting. Also, you need to randomize the location of the objects (or create a set of predefined location), because in the current vesion, when you start a new game, the object you need to find and their location is exactly the same.

  • You can use the Physics behavior. To create the hit effect from the stick to the cue ball you can use "create impact at angle" action from the physics object. The physics object will automaticaly rebound to solid object (you need to create the table sides using the Solid behavior).

    Oh, and you also need to set the gravity to zero because you will probably play the game top-down.

  • Have you tried looking those assets in Open Game Art? This is one example of a platformer sprites that you can use: http://opengameart.org/content/platform ... d-tilesets

  • Because you are focused on creating animation, maybe you could try Spriter (http://www.brashmonkey.com/spriter.htm)

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dwiperdana

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