TwoCatsYelling's Recent Forum Activity

  • Hi there paulscott..

    Thanks for that info!

    Families are an unfamiliar thing to me, still, in Construct. So... perhaps I'll go do some research and learn what they are and how they work.

    I'm kinda "brute-forcing" it at the moment, but anything that helps me create cleaner "code", and increases my knowledge/understanding of Construct2 is certainly welcome.

    So thanks for that!

    As it stands, since my last post I went ahead and tested out my idea of activating/deactivating groups as a way to control level flow and it's working beautifully. So, I'm riding on some good vibes at the moment :p. Turns out the While thing wasn't working, but that's certainly 'cause I don't understand how they work (yet). But nonetheless, the way I'm doing it now is working, so... I'll go with that for now.

    Again, this project is purely learning for me. Still undecided whether I'll release it as a finished project, which I probably will, if for no other reason than to say "I finished and released a game, even if it's a crappy one". I imagine that sense of "I finished something" will be a good boost (or so I've heard :p).

    I've also split things up into separate Event Sheets a bit more, which each focus a bit more on specific items. I'm letting the main Event Sheet sorta control the player-specific events. I'm letting separate sheets control things like Asteroid and UFO behavior, etc. I think it'll be easier to track things down that way. I'm also using more comments.

    Anyways! Now that I have that worked out and am feeling good about it.. I'm going to do some reading on Families,and then I think work out how I want level progression to go, for maybe the first 10 levels. Just to get something of an actual game going. Then I can go back and tweak things more.

    Thanks again for the feedback!

    Gotta say... having used other options (not going to list them here, as I don't want it to become a "this vs. that" kind of topic), Construct2 has been the first such application I've used that's left me feeling mostly positive about what I'm learning, and where I can actually understand what's going on, and somewhat intuitively understand what I need to do to make something work. As someone who is pretty much entirely right-brained and has had no success with programming in the past, that's a huge deal.

    Construct2's community has also been awesome so far, too. Very positive and helpful, which is also a huge bonus.

    Anyway!

    Onward and upward!

  • Thank you for the reply!

    The graphics are still basically in "prototype" status right now. Just threw something together quick to work with.

    There's a whole list of things I need to get setup/implemented, but I figured I'd put that version up to see if I could get some feedback/suggestions early on, to perhaps steer me in the right direction "now", rather than having to go back and make huge changes/corrections later.

    At the moment, I'm thinking through the best way to handle a game that all takes place in a single "screen", but has levels. I'm thinking of using the timer and perhaps a variable that tracks the number of enemies destroyed.

    Maybe a While loop, that says, (to say it as a "sentence"):

    While AsteroidL < 10, spawn a new AsteroidL every 5 seconds

    Then once AsteroidL does = 10 (assuming that's the "win condition" for the level in this example), put the text "Level 1 Complete!", then begin a set of events for Level 2, reset AsteroidL to 0.. .and maybe set the While loop to test for AsteroidL < 20, etc...

    If someone with more experience can advise if maybe having each level represented as a group, which I can then activate/deactivate in sequence would be a good way to handle this?

    So... if Level 1 is a group, once the conditions for that are fulfilled, deactivate the group for Level1, activate the group for Level 2... and then do the same for Level 2 and 3, etc. etc. I think, if that's feasible, it could be a good way to isolate and control levels.. and would probably make tweaking/balancing the difficulty of each a lot easier.

    Anyway, that's what I'm currently working out.

    I'm gonna put up another version once I have more actual gameplay in place.

    Anyhoo.. Thanks again for the feedback!

  • Hi all,

    So, I'm learning C2, by working through a small/simple game project. It's intended to be a kind of "Asteroids Meets Galaga" kind of thing.

    I've got some basics in place, and everything's working as I'd like it to so far, though there's still a lot more to do.

    I thought I'd hit the 'pause' button on it for a moment, though, to see if other, experienced C2 users could take a look at it, see how I have it set up, provide some thoughts on, perhaps, more organized ways to handle things I'm currently doing.

    One thing I've seen a few times now, and I really like the idea behind it, is grouping similar enemies together as a single object, but with different animation frames. I've seen this in a video tutorial, as well as in a sample that a fellow forum user provided me to demonstrate how functions work. So, in a couple cases - specifically with the player's bullets, and the power-ups - I think I'm going to go that route.

    One note, I currently have a temporary setup where you can switch between regular and power-up bullets.. I did this because I wanted to make sure I was setting up/using global variables correctly. You won't actually be able to switch ammo types just by pressing 1 or 2 :p.

    Anyway! Any thoughts/feedback is appreciated! Just bear in mind that I'm still very new at this, so there's bound to be some head-scratchers in my setup :p.

    Here's the file...

    http: // bit.ly/1Aq5tpy (added spaces, since I can't use URLs yet)

    Thanks for your time!

  • Hey there... I tried to check out your game (though it was through BlueStacks, as I don't currently have a phone/tablet to play on), and it would crash after the "Ludei" logo screen. :-/

  • I don't know why, but I haven't been able to get any of these to work correctly, if at all.

    Some, I get as far as a menu screen, but then nothing happens.. I can't click on buttons, etc. Others, nothing loads at all. For another, the Panda Hunt game, I'm able to get one Panda, and then the game just stops responding to mouse clicks after that.

    I'm using Chrome... which I thought was really good with HTML5 support. What's going on?

  • scirra.com/construct2/releases/r205.2

    example new link (Latest Stable r200)> ( extract files and open caproj)

    Now that worked. Nice! Nifty graphics, too! I like the kinda trippy background.. makes me feel like I'm traveling through dimensions.

    Will definitely pick this apart and see what makes it tick.

    Thanks!

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  • function example

    capx> ..sorry no sound

    I can't open that file. Says it was made with a newer version. I'm guessing you have a licensed version, and that the free edition is some versions behind.

    Well, I have it downloaded, so as soon as I can get it licensed (hopefully soon), I'll be able to check it out, and it'll be a good reference.

  • function example

    capx> ..sorry no sound

    Bah, no sound is fine. I'll be playing a Silent film version of my project for a while, so it fits the theme :p.

    Thanks

  • Okay, sweet! Got it working.

    What's better, that same method will likely work for how I want to handle random items dropping from enemies when they're destroyed. Nice. I'm back on track.

    Thanks again for all the feedback/help, from everyone.

  • A ha. Well that explains a lot... You're not even using Functions. I was trying to work it out using the function suggestion.

    Okay, that makes a lot more sense, now that I'm reading it. In my new-ness, I didn't even think of handling it that way. That's even simpler than how I'd been trying to do it.

    I was basically trying to adapt the method I'd used when working with GMS to this. The overall "flow" is similar, but the setup is different. I guess I need to try and "un-learn" anything GMS... it'll probably help a lot.

    Awesome, thank you for taking the time to help me out with that!

  • Hi there, LittleStain,

    Thanks for that tip. I've tried getting the Function thing to work, as well as watching a couple videos explaining it. I thought I had it figured out, but I can't get it to work.

    At best, two UFOs spawn at once, each coming from opposite directions... then a few seconds later (much shorter than 10-15 seconds), a third flies by... and then that's it. Nothing else happens.

    I think I'm in a bit over my head here at this point. I'd thought it would be simple to simply tell Construct "every 10-15 seconds, create one of two indicated objects at random". But of course, my luck, it has to be a lot more involved/complicated than that.

  • So, I tried the "Choose" approach, but am not able to find a way to actually do it.

    In the System options, I have it set to every random(10,15) seconds, to create an object. The problem is, the "create object" option brings up the window that only lets you choose a single object. I can't actually enter Choose(x, y) anywhere...

    Is there some other method to creating objects where I can circumvent that whole process? Again, I've been looking, but not seeing any other option.

    Thanks!

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TwoCatsYelling

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