Martiny's Recent Forum Activity

  • Try the free version on Steam and see if that runs OK for you.

    Try open more than one instance at a time, running offline and on a pen drive. You can try it with the free version there.

    If there are no crashes/issues, then upgrade it.

  • Well, I did buy a version on Steam. It was 75% cheaper for me, considering the conversion of dollar to real.

    And honestly? It works absolutely fine. Contrary to what was said here, you CAN open more then one instance of the program at a time and you CAN run it even offline (that's why Steam has a offline mode).

    I haven't tried yet because I don't need it, but I'm pretty sure you can put steam + construct 2 in a pen drive. But I'm not sure.

    No crashes, no lag, nothing. If you use Steam already and Steam hasn't caused any problems in your computer, I would recommend buying in Steam. I honestly think they offer a good software and you should not be afraid.

  • I've seen this behavior before and it's not intended, but I couldn't find a way at the time to fix it. I'll try to fix that when I begin making a more elaborate version of the game. But for now, I'm working in another project.

    Thanks for the comment, I appreciate it!

  • Hello everyone, how is it going?

    Well, I finished my game today. It's very simple. It needs some improvements if I ever want to make this idea into a big game (better interface, options menu, and so on), but it's just a idea for now.

    You can find the game here. It's a twin-stick shooter that will test your reflexes.

    scirra.com/arcade/shooter/11598/death-colors

    My offer is that if people like the game, I could make a detailed video (or tutorial, depends on what media you prefer) on how I made this game, step-by-step. This game has a x-box controller support and achievements (with the clay.io plugin).

    I learned so much making this game that I thought it would be a great idea to share what I learned. But only if you guys are interested.

    That's it. I hope you enjoy my little game. Survive!

  • I had to buy it thought Steam, but I hope to not have any problems.

    I couldn't buy it through the Scirra Store. I kept getting an error that my postal code was wrong, even though it wasn't. I guess Sprite can't handle zip codes from Brazil.

    Even when I finally got my Paypal account running, it was 75% more than the price I would pay on Steam! Not worth at all. I miss the cool medal and some freedom, but it the dollar is way too high.

  • I'm really close to buying a copy in the Scirra store, but I'm afraid of the possibility that I buy today and tomorrow they decide to have a super discount hahaha

    I was considering buying a copy on Steam, but I really didn't see the benefit of having yet another software in the middle. It is a bit more expensive, but I fell I'll have more freedom with the software, which is worth it.

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  • etaprime

    When you use mirrored, it changes the angle of the sprite, so it changes the LOS too. In your example, if you remove 'set Mirrored" and add a event "simulate pressing Left", it works.

    I made this, I hope is what you need:

    dl.dropboxusercontent.com/u/245537981/follow-example.capx

    It basically does this:

    If the X position of badGuy is less then the player X, then the player is in the front of the badGuy. So, "not mirrored". If it is greater, then the player is at the back of badGuy, then I "mirrored" the image.

    Then I check if badGuy as a line of sight of the player. If yes, then I make another check to see if badGuy's X is less than or greater than player's X, and move accordingly.

    I hope this helps.

  • The event sheet is working fine. For instance, if you put your play event in the "On start of layout", you'll see that the song plays normally.

    I modified a little bit in your project, see this:

    dl.dropboxusercontent.com/u/245537981/wreckingbal-edited.capx

    The problem might be that you put a lot of pins in a lot of places. I put them only in the "on start of layout" and it worked.

    I hope this helps. I guess you want a pendulum movement in your chain.. you might want to use the sine behaviour and change the "movement" to "angle". I don't know how to do it exactly, but there should be a answer in the forum (:

  • delgado

    Here's a example I made that hopefully is what you want.

    What I've done there is this:

    I create the background, the player and a invisible sprite that I called "camera".

    "camera" has the scrollTo behaviour, so the camera is always following this sprite.

    I align the camera sprite in the middle of the window, by clicking in it, "Align" -> "Window" -> "center horizontal" / "center vertical".

    Then in the event sheet I see if the player passes the viewportRight or Left. If yes, I move the "camera" sprite according to the windows width size of the project. In this case it's 640, so I put 640. If you ever change the windows width in the Project Properties, change the 640 to the new value you changed. (but don't forget to align horizontal/vertically again, otherwise it will not work as expected).

    I hope this is what you want and that my explanation is clear. English is not my first language.

    dropbox.com/s/d62dj98kbqh2ccd/camera-example.capx

    Edit:

    There's an error if you go all the way to the end of the layout and then go back. The camera don't align properly... well, I don't now how to fix it. I'd try to take a look at it now, but new it's christmas and I don't have that much time. Sorry.

  • I still don't know much about arrays in construct, but it seems that the game doesn't know if the key is red or blue. It seems that it only identifies it as a key, regardless of the color. (I understood almost nothing in your file. I don't know if that's my lack of experience in using arrays in Construct 2 or lack of organization of your part)

    I don't know how to do it in inventory using an array, but I'll do something like this:

    Create a red key and blue key sprite

    Create a variable inside these sprites that holds a value of how many was found (redKeyQuantity = 0)

    If player collides with red key, adds a number to redKeyQuantity. Same with blue key, adding to blueKeyQuantity.

    When player collides with a red door, check to see if redKeyQuantity is greater than 0. If yes, open door and subtracts 1 from redKeyQuantity. If not, don't let the player pass! The same for blue.

    Well, that is the way I would do it. I don't know how to do it with an inventory array, but I guess the logic is the same. Maybe there's a more efficient way to do it, but I think this way is very easy to understand and not difficult to modify later if you need.

  • I can't open Construct 2 now to make an example, but try taking a look at this:

    (can't post URL, so take a look at the FAQ, in the link "Metal Slug/Mario type of scrolling")

    With this logic, I guess it's easy to fit your style of camera in your game.

    I'll try to do an example as soon as I can. I was trying earlier today but I had some problems.

    The idea I was trying is that if the player hits the end of the window, you scroll the camera accordingly (with Scroll X and Scroll Y in "System").

    Another idea was to create an invisible sprite in the middle of the screen, add the behavior "scroll to" in it and if the player goes beyond the window (viewport), you change the position of the invisible sprite accordingly. It worked, but I couldn't find a way to make it move smoothly (so it's a nice effect). It always moved absolutely, so the camera moved to abruptly.

    I hope what I said made sense. I'll try and make a example when I can, but I'm in a hurry right now. So I'm sorry if I wasn't clear enough in my instructions, I wrote it fast.

  • Disabling standard controls are easy. In this case, you just need to go to Player and go to its behaviors. On "Platform", set Default Controls to "no".

    The problem in your project is that you said "on pressed A" and "on pressed D". When you say "on pressed", it only returns once. It means that it doesn't matter if I continue to hold the key down, it will only do an action when the key is pressed.

    What you should do is to change it do "keyboard" -> "key is down" -> your key. Then it works as expected.

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Martiny

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