TheBuob's Recent Forum Activity

  • Alright, thanks! I'll post here to let you know how it turns out.

  • Hello, everyone!

    I just finished creating the sprites for my land-scape oriented (kind-of-isometric) game project, and now I'm working on the map. However, I have a bunch of questions regarding Construct 2's way of rendering and loading maps.

    First off: Is it necessary to use tiles to cover the layout? The map in question is an island, so it's not exactly square, and I think that using tiles would kinda ruin how it looks. Speaking of which, the island in question is as big as 3000x1800 px, so I'm not sure if I should actually render an image that big and paste it on the Construct 2 layout screen.

    And finally, I want to find a way to put the ocean in the background so it actually looks like an island. I believe that in order to do that, I should create a layer full of ocean tiles and put it behind the layer with the island itself, but I'm not sure if that would work out. My real questions is "how", seeing as the ocean itself would have to be much wider than the island, and I don't know if that would wreck the loading times. I would also like to add the moon and its reflecting light in the background, I don't think tiles would work that well either. Any ideas? Any help is greatly appreciated.

  • These events are called sub-events. There are many ways to create them. I use the "B" shortcut that creates an empty sub-event. The "S" opens the Add event dialog, so you can immediately choose a condition. Finally, if you right click on the furthest left side of a condition (just right before the icon of the object that the condition checks), a menu appear that has many important choices, the first of all being the "add" in which you will find the sub-event options.

    And yes, this is a very useful thing, not only it saves you space (because you can nest many sub-conditions that have a common condition on top and those conditions can nest sub-events by them self etc), but since they act hierarchically, you can create complex events that pass along actions from the parent conditions to the child conditions whenever the parent is true. This has the added bonus of being very efficient, since when a top condition isn't true, all sub-events are ignored and C2's code is being read faster per tick.

    Aaaaand everything works as intended! Thank you so much!

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  • First make sure that the Instance variable you have created is of the Text type.

    To set the Instance variable of the Player object, create an action, double click on the Player Sprite Object, double click on the Set value (under the Instance variables category), pick the Direction variable (that you had created before) from the list (it should be the only one existing) and on the Value field type the direction you want to set e.g. "Right" with the quotes.

    Do that for every direction, just like in my example.

    The same applies when you check the content of a variable (compare variable) in a condition. You type the corresponding direction with quotes (e.g. "Down") and Construct only triggers the down animation when the condition is true.

    Great! I managed to set the directions accordingly (I had forgotten about the quotes, silly me!). Only one more thing, and I'll be on my way. What did you do with events 15 to 19? I see you managed to link 4 different events to event #15, and I don't know how to do that. I reckon that's a very useful thing to do and I would like to know what you pressed in order to do that.

  • > I like the idea of using an instance variable, since they usually keep everything nice and tidy, but every time I try to make an action to change its value, it says that "down" is an unknown expression and "right" "does not take 0 parameters". I think I might be wrong, but I'm supposed to use "Instance Variables -> Set Value", right? Is that the action I'm supposed to use? I still don't know how to set the direction to anything, as I just don't know which action I should use.

    >

    To use an instance variable inside an expression, you have to write it in the format : Object.Instance_Variable (e.g. Sprite.Down, Enemy.HP, etc..)

    To set it, you just have to select it from the dropdown list, and to enter the value you want

    Where should I write this instance variable?

  • I like the idea of using an instance variable, since they usually keep everything nice and tidy, but every time I try to make an action to change its value, it says that "down" is an unknown expression and "right" "does not take 0 parameters". I think I might be wrong, but I'm supposed to use "Instance Variables -> Set Value", right? Is that the action I'm supposed to use? I still don't know how to set the direction to anything, as I just don't know which action I should use.

  • Alright, I'll give it a go and I'll get back to you!

  • Excuse me, but how did you manage to "set direction"? I can't find that anywhere. I apologise if that's a dumb question but again, I'm new to Construct 2 as an engine.

  • Unfortunately, I can't share the capx file at the moment, but here's pretty much all there is to the project in question. All I've done so far is work on the sprites in Photoshop, so I don't have that much to share Construct2-wise.

  • Sorry, I have a new, albeit small issue. The walking animation gets stuck in the first frame whenever I move in a diagonal line. Do you know what could be causing this?

  • Marvelous! It worked! Thank you so much!

  • Sadly, that doesn't really help me. My animations can't be flipped nor mirrored since you don't see the player model from a top-down perspective, but rather from an isometric point of view. That being said, the "walk down" and "walk up" animations are completely different. I apologise for the confusion, since I just realised I wrote "top-down" in the OP. I'll correct it immediately.

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TheBuob

Member since 14 May, 2014

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