ryanhagz's Recent Forum Activity

  • This is an old project of mine, it was made during the whole Flappy Bird craze and I just never got around to finishing it.

    I figured I'd throw it up here and see what people think.

    In the end, what I really wanted to do was have some sort of blockades in between the obstacles that the player has to shoot out to move through and other enemy droids coming at you some how and be able to shoot them down for bonus points. The gun is implemented already (right click/hold), but the only thing you can shoot right now is the multiplier coins (which can also be collected by going over them).

    I also liked the idea of a store menu or home screen where you can buy things and change things like the color of your droid.

    As I said, this is an older project when I was first learning C2 so the coding is a bit sloppy, but it works.

    Anyways, hope you enjoy it.

  • Hmmm, this is a good question. I'd be interested to know a proper way to do this as well. My only guess would be doing something along the lines of setting up an instance variable on a type of enemy, name the variable "dead" or something. Then, each time you kill one of them, check their UID and set their "dead" variable to true so, if dead = true --- destroy enemy.

    I'd be interested to see what other people have to say too.

  • The .capx below has 4 numbers that are random between 1-10.

    If you'd like to have your default numbers be a particular number when the page loads, just delete the "On start of layout" code block.

    It's only there so when the pages loads the first round of random numbers is already generated.

    Hope it helps!

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  • Your .Capx didn't post because your rep isn't high enough. Did you try attaching the actual .capx?

  • Hey uzet1 , I think you're misunderstanding how to use event sheets. You don't need to create an Event sheet for every layout. Now, that's not to say where there are times when multiple Events can be useful even necessary however, if your game's mechanics are simple enough they can be put into one Event sheet and used across multiple layouts (levels).

    For example, if I make an a Event sheet and my player has the 8Direction behavior on, I can make a controls group using 8Direction that will work for all my levels. Here's a screenshot from one of my projects to show you what i mean, [attachment=0:1nukn6kf][/attachment:1nukn6kf]

    As you can see, I have three layouts and one event sheet. Some might say it's better to use separate Event Sheets for each level and then include one common sheet that might have things like controls and settings on it, but this is when groups become your best friend! If you can properly name your groups (and sub groups) you can have all your levels neatly designed and laid out all from one Event Sheet.

    Hope this helps you get a better idea of what's possible and practical.

    For more info, I recommend reading the manual, it has everything you could need for right now and when that's not enough, the forums always have amazing things being made!

    Good luck!

  • Without any .Capx or screenshots there's no way we can help you with your problem. :/

    Upload the file and I'll have a look for you.

  • Just posted the tutorial Monumental along with an updated example showing how to add additional skills if someone wants to!

    It can be found here.

    ...only 4 hours work...well 2, but ya know, closing the tab when you're 95% done a tutorial is never fun...

    Cheers guys!

  • Thanks for the feedback guys! Glad you all liked it.

    I'd be more than happy to post a tutorial for this, I'll work on it tonight!

  • No problem hundredfold glad it did some good for you!

    I'm thinking about adding some kind of preset system for it as well. Maybe create 4 generic classes like, Tank, Mage, Fighter, Assassin and then having it so when you choose one of the presets, it leans towards 2 of the skills more so that would be suited for that particular class (i.e choosing tank will result in your health and armor coming back as the primary skills. Mage - Damage & Energy. Fighter - Armor & damage, etc.)

    Don't know how it'll work out though. If I work out something I like I'll post an update.

  • Hey guys,

    I've been tinkering with this project for generating base stats for players in an rpg style (or any style!) game. The problem I was having was with the math making sure that all the stat points were allocated properly, not going over or leaving any out. Then, I made it so after you generate the stats you can reallocate them as you please with a nice visual to let you know when you can and can't take or give points! What I like about this though, is that you can easily add more points to be allocated or even additional skills to put the points into and it will still work fine so it's scalable.

    All in all, it's a pretty simple system, but I didn't see something else like it so, I figured I'd post it up and see what you guys thought or if anyone could use it for their game. I won't waste your time explaining it here, so if you want to check it out, the capx is included below along with some screen shots.

    The only problem left now is where to properly post this because, I do plan to continue working on it and implementing it into other things however, the system itself is "done" technically!

    [attachment=2:2tpg2pmy][/attachment:2tpg2pmy]

    [attachment=1:2tpg2pmy][/attachment:2tpg2pmy]

    Lemme know what you guys think, hope some of you get some use out of it for learning purposes or otherwise!

  • Without a screenshot or the .capx there is not much anyone can do for you besides assume.

    Post the .capx, and I, and I'm sure others, will take a look at it.

  • charles1311 - It is pinned at the top of the forum for all to see. Also, I think you might want to edit your post, it's FAQ, not FA....

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ryanhagz

Member since 20 Feb, 2014

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