rythom's Recent Forum Activity

  • I'm creating a top-down action/RPG where damage numbers appear over enemies when you attack them (or when they attack you!). I have that working fine, but I would like to make the display more dynamic by having the numbers start off "zoomed" when they first appear, then quickly shrink and vanish.

    What is the most efficient way to add this "zoom" effect to my sprite font displays?

  • Hey, thanks so much for fixing that! That seems to have done the trick.

    I will definitely slow-down the dialogue trigger - thanks for the feedback! When you're the only person whose played the game, its hard to get a sense for those things.

    The shift-key engagages the run mode...but I do like the idea of a stealth mode too....

    Thanks again!!

  • Hello everyone! I figured now that I've finally bought my license of Construct 2 and gotten started on my first serious project with the software, it's time I introduce myself.

    My name is Ryan and I'm just getting into game development. I've had a 10-year career as a film producer and director, but I'm looking to move into a field more fulfilling and with less compromise. As much as I love movies, I have even more of a passion for games, and Construct 2 made it possible for me to finally realize this dream.

    Already this forum has been extremely helpful with the few issues I've had getting started, and I can't wait to participate more in the upcoming months.

    Looking forward to building games with you all!

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  • In my in-progress top-down shooter I'm experiencing an issue where only one on-screen enemy shoots at a time. When there's just one it's no trouble, but try triggering multiple enemies at once. They'll all chase you, but only one will be shooting at you!

    Here's the shooting event:

    <img src="https://dl.dropboxusercontent.com/u/15273408/EnemyShooting2.png" border="0" />

    Here's the .capx:

    dl.dropboxusercontent.com/u/15273408/SingleEnemyFire.capx

    Thanks in advance!! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I'm also experiencing a bug when a new dialogue trigger is activated, the previous line of dialogue appears for a split-second before the new one takes its place. Not life-threatening, just...clunky. Can you see an area in the program where my "order of operations" isn't correct and could be causing this?

  • Ahh, that would do it! Next time I'll work with my columns spread a little wider open so I can, ya know, actually read them. Thank you!!

    Any idea on the inconsistent triggering of the first 2 dialogue triggers?

    Thank you so much for your kind words! This is my 3rd iteration of this type of game, and I have a good feeling about it this time :)

  • Thanks for taking a look, Tekniko!

    I put in the Every Tick to try and stabilize the response from the triggers. I figured if I had the game checking for the overlap every tick it might not miss it, as it sometimes seems to do.

    Good call on the bullet placement! Will the collisions still work even though the bullets and enemies are on different layers?

    And yeah - the dialogue box issue seems random, doesn't it? Try the other dialogue trigger on the north-end of the level near the tunnel. I've never been able to get that one to fire.

  • Hey gang,

    I'm creating a hybrid twin-stick shooter/RPG and am running into a problem with my dialogue box system.

    <img src="https://dl.dropboxusercontent.com/u/15273408/DialogueMode.png" border="0" />

    I have a global variable called "Dialogue Mode" that, when set to "1" it sets the dialogue GUI elements to visible, freezes control, and enables the activation of the "Dialogue Triggers"...

    <img src="https://dl.dropboxusercontent.com/u/15273408/DialogueTriggers.png" border="0" />

    ...individual sprite objects that when overlapping with the Player, call a specific "Dialogue Step" to be displayed in the GUI.

    The thing is...the Dialogue Triggers don't always fire! It doesn't seem to matter if I move the character into them quickly, abruptly or smoothly - they don't trigger consistently. Also, as you'll see in the .capx, DialogueTrigger 3 and 4 don't work at all, yet have the same functionality as Triggers 1 and 2.

    Banging my head against the wall - help!

    Download .capx file here: dl.dropboxusercontent.com/u/15273408/DialogueTroubles.capx

  • Create a variable Altitude and every tick set it to round(abs(object.y-StartY))de

    What does the "de" do? Construct 2 is throwing and error when I type that in.

  • I will try both those options - thank you very much!

    The calculation just needs to be a simple arbitrary number: X meters off the ground.

  • I'm making a puzzle game where the player manipulates a see-saw to fling an object into a goal.

    I would like to have an on-screen altitude readout showing a constant readout of the object's current altitude.

    How should I write the event to calculate this?

  • Nevermind! I figured it out!

    I had duplicated the player object to create a new enemy...thus also duplicating it's "Scroll To" behavior. The game was fighting over which character to point the camera on, so it picked the point in the middle.

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rythom

Member since 20 Oct, 2013

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