solado's Recent Forum Activity

  • Hi, Not been around a while.

    In 2014 I paid for a personal licence and didn't use the software for 2 years. I would like to start using construct 2 again... problem is I don't know how to find my key

    I have downloaded the free edition but not sure how to upgrade my account.

    Thanks for the help

  • I have been practicing and practicing my art and I can't do it, even trying Digital Tutors (very popular learning resource) I have accepted this and decided to work on my code skills and use it in other engines, even single pixel squares and shapes I manage to ruin the "look" and struggle to make anything look nice out of it. I have learned that it's actually ok to not have art ability and just look for someone else to team up with.

    I have no money to pay artists so my "visions" for now are on hold. I also have no ability to revenue share as I don't have a published game so I am starting "at the bottom" of the ladder and climbing slowly. I spoke to my brother who is ok at art but has an outstanding ability in 3D programs such as Maya and doing the textures so we are teaming up to create some 3D based games so my construct days for now are limited until we decide to work on a simple 2D project.

    I am a firm believer nothing is impossible, hard work beats untapped talent every time. But when it comes to art, I can improve but not enough.

  • It wouldn't work as the sprites seem to sync up over time.

    I have switched to unity as actually hard coding seems alot easier to work with for games of this nature.

  • Same as 100 Ballz ?

  • > I'm sure I can't be the only one who finds game development hard, anyone else find this frustrating?

    >

    Not just you - I think it's probably pretty common for game development to be frustrating at times. I'm currently frustrated with my rpg, Shards - it's turning out to be incredibly hard to design how it should play. I'm on my third prototype of the thing because each one has had some sort of significant design flaw - for example, the first one had a strategy that turned out to be a such an overwhelming advantage that there was no reason not to use it - which the ai could also use - which would result in the 'samurai standoff problem' with neither player actually doing anything because the player who went first had a disadvantage. Fixing that problem has been crazy difficult.

    As for the problem with your events, if you post an example, I'm sure people can help you out with it. C2 can certainly do what you're describing.

    Yea this is what I find into a games development. For a really simple game I can see how construct 2 would be the best choice like a flappy bird design, pong or the likes. But for more complicated things I just feel like I am in a box and I can't seem to get out of it.

    This is the save file for the project.

    http://www.sendspace.com/file/sq3wkh

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  • >

    > > You've only just begun to learn it. C2 can do many things, even the most complex games.. just browse the in development forum and see the wonderous creations of others.

    > >

    > > C2 is deceptively simple, making it easy to learn but hard to master. Keep at it and use the forum for help if you cannot implement your ideas.

    > >

    >

    > I do find the forum useful. But there are thing's I just don't see construct being able to handle.

    >

    > The game idea I am working on allows players to spawn units that move to the right while enemy AI moves to the left. When they collide they start to battle, but construct 2 doesn't seem to support any method of registering damage if there are multiple units overlapping one another as the collision and overlap functions become redundant. This does feel like a very big limitation

    >

    What you described is easily achieved by just collision check without using overlap check. On collision play an attack animation, minus health variables, bounce back wards a bit (only need a few pixels so the collision check can happen again fast) before moving forward again. You can have heaps of enemies and allied units meleeing it out like that and it will register damage for each units that collide, every time.

    If you dont want them to bounce and just stay there, then spawn hidden collision sprite during an attack animation, and do the damage upon that sprite colliding with an enemy unit instead. And if you want even more filtering, enemies can only damage other units on the same layer, so add in a layer check for the colliding sprites. So you could have 10 layers and a whole bunch of units melee each other and they will only damage the enemy they hit on their layer.

    C2 is very powerful, just think outside the box and most things are possible.

    I tried both methods by doing a "push back *random*" but it doesn't work as when they collide they hop around but doesn't seem to do damage. I'm not too sure why, the units on one side will stack up 4+ and then just wont do damage even though they get pushed back... it's odd.

    The layer one didn't work either as some of the units just walked past each other as they were on different layers...

  • You've only just begun to learn it. C2 can do many things, even the most complex games.. just browse the in development forum and see the wonderous creations of others.

    C2 is deceptively simple, making it easy to learn but hard to master. Keep at it and use the forum for help if you cannot implement your ideas.

    I do find the forum useful. But there are thing's I just don't see construct being able to handle.

    The game idea I am working on allows players to spawn units that move to the right while enemy AI moves to the left. When they collide they start to battle, but construct 2 doesn't seem to support any method of registering damage if there are multiple units overlapping one another as the collision and overlap functions become redundant. This does feel like a very big limitation

  • I have been playing with construct 2 now for weeks. Starting with the free version and decided to buy the full version to support the developers of this software. I don't regret my purchase but this has to be the most frustrating area (game development) I have ever ventured into.

    I have spent hours and hours trying to develop games over the past few weeks and not managed to finish a single one of them. Today (Sunday) I have spent 3 hours working on a game only to find I can't finish it due to a lack of knowledge, lack of artistic ability and not sure if construct can handle the functions I need it too leaving me with yet another bodged game. I really would like to release something to the public that's of my own creation instead of a copy / paste job of someone else’s work or idea.

    I'm sure I can't be the only one who finds game development hard, anyone else find this frustrating?

    I just had to vent my anger and frustration somewhere

  • Hey everyone,

    I am currently trying to design a game where units get spawned on both sides of the map. The AI spawns units from the right and the player spawns units from the left. Units will walk over the battlefield, once they collide they fight.

    The problem I am having is I can't get them to fight correctly. When I get the units to collide they start the "attack" animation and every collision they -1 from the respective HP. When the units stack up they keep a constant collision resulting in the damage not registering and neither unit losing HP.

    I have tried:

    • Every Collision -1 HP
    • Every X Seconds on overlap -1 HP but when they stack they don't drop HP fast enough.

    Is this game type not possible with construct ?

    http://www.sendspace.com/file/84whm0 this is the .capx file.

  • I think something like this is what you are looking for :

    It will spawn the weapon on the 4th frame of the animation, and then destroy it when the animation is finished. You could also have it be destroyed at a specific frame if you wanted. It also keeps the weapon attached to the spawn point during the duration.

    Well I learned something new today!

    It kinda works, if I interupt the animation then the whip still gets stuck on the screen but im sure I can figure that out. You sir are a real help! Thank you

  • So I would like my "character" to spawn a whip on attacking. I have created a seperate sprite for the whip and put a "image point" on the attack animation frame 1. My event sheet is:

    • When the mouse is clicked
    • Play Attack Animation
    • Wait 0.2 seconds and spawn Whip on image point "hand"
    • Wait 0.2 seconds and destroy whip.

    It works fine for standing still but doesn't line up correctly when moving.

    Is there some way to get the whip to spawn only on the attack frame ?

  • Ok so I have been reading about Vector art and decided to give it a go. It's near impossible for me to do so I think more reading is needed. (Pixel art is harder I would say).

    Here is my attempt at making a house to show you how bad I am when it comes to art... I was going to hire an artist but cost is a real problem.

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solado

Member since 5 May, 2014

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