heyguy's Recent Forum Activity

  • Hello everyone! I'm trying to create a weapon wheel similar to GTA V. That game slows down, the mouse cursor disappears but seems to be locked in the center of the screen and it extends radially. I hope that make sense. You can then "push" it around the wheel to select different weapons. I think most modern radial wheel/weapon wheels in game function like this nowadays.

    https://youtu.be/pDGGJIvCTZM?t=39

    So I've got a simple and very crude looking weapon wheel system implemented. You hold shift to bring up the weapon wheel. The ammo type switches based on what "ammo/color" I click. Basically, I'd like to create the behavior of the mouse acting like it's locked in the center of screen (or weapon wheel sprite) and can move around highlighting the weapons on the weapon wheel while the player pushes the "locked" invisible mouse. Am I using the correct term? Do I need to clamp the mouse wheel somehow? I found this post but I couldn't get it to work .Hope I explained what I'm trying to do clearly. Thanks for reading my question!

    edit: changed the name of my post title to be a more specific question. It was previous "How do I create a GTA style weapon wheel/clamp mouse movemnt"

    window-bound-mouse_t63058

  • Be more specific. Why wasn't it working? What do you think went wrong? I recommend you take a look at the capx again and go over it thoroughly. You might have missed something. I just implemented a dialogue pop up system very similar to this for my game. When the player collides with an important game upgrade, you get a message explaining the button to press to activate it. At first, I couldn't get it to work but I didn't have the variables and "Set Text" function correct. That link and capx is just one of many ways to create a dialogue system. Use the search function in the forums and the search function in the tutorials section to find more examples. Search for "dialogue" or "cutscenes".

    If you're having problems with variables, you have to take a look at the manual, other game examples and experiment with other tutorials. This is a tutorial that really helped me understand variables a bit better and helped me move forward in making my game.

    https://www.scirra.com/tutorials/158/ve ... two-states

  • Here's how I used global variables to position my character. Obviously ignore the things specific to my project like the fades, functions, included event sheets, etc. This should give you an idea on how to approach this. Be warned though, eventually this way of doing things broke on me when I was creating the events to go from layout 3 to layout 4. I couldn't position my character anymore. The character would automatically position itself to x 0, and y the bottom of my layout. I could add an action where I set the players layer but that broke the camera. Hope this helps.

  • Number 2 is already covered on the "How do I....? board. You can backwards engineer it to your purposes.

    Here's the direct link to how to do it.

  • I had the same question the other day and another forum member helped me it. Check it my post.

    Hope it helps! Let me know if you need zone clarification!

  • oosyrag Awesome! Just want to say thanks a lot! I got it working smoothly now. I would have never thought to use global variables to solve this problem. Guess I could use them in a lot of ways!

  • Hey all. I'm creating a small scale Metroidvania type game. So each small layout is a piece of the overall map and when the player reaches the end of the layout, the game fades out and in to another layout. I'm doing this because I couldn't get camera clamping/scrolling to work on large layouts. I'm having problems placing the player in a specific part of the newly loaded layout depending on where he or she "exited" the last layout.

    Hope I'm being clear. I'm trying to figure out the logic or code for this but I can't find any events that might achieve what I'm trying to do. For example, I need to position the player on the far right side of Level 2 if the player enters Level 2 from Level 3. I need to position the player on the far left side of Level 2 if they enter Level 2 by Level 1. Is there some sort of event that would give me control over the position of the player in one layout while in another layout.

  • SoI got the UI to show up across multiple Layouts. I'm going through all the layouts and all I'm doing it adding a "UI" layer. The game automatically creates the Touch UI on each layout that has a layer in it name "UI".

    Thanks for looking at my post folk! Regarding my other question, right now I have a individual tilemap for each level layout and I have all the tilemaps in one family. That way bullets, the player, enemies and whatever else reacts the tilemaps on each layout. This works fine but I feel there might have been a smoother/smarter way.

  • You're a hero! Thank you for sharing this. As a beginner, this could really be a great resource for me. Really liked Platforms of the Dead!

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  • Not sure if you've seen this but you might want to check this tutorial out.

    Subscribe to Construct videos now

    It's not what your looking for but it could help.

  • I don' think I can use AnimationFrame because I'm not using any "animation frames" as the game items, I'm using the actual "animations. I think I fixed it using the logic your suggesting though. obj_gameItem has an instance variable called itemName so I set system to compare

    obj_gameItem.itemName = "powerGloves" and it works. Would that be acceptable? I also tried obj_gameItem.AnimationName = "powerGloves" but that was glitchy. I could only push for a few seconds, then had to back off before I could push again. Thanks for pointing that out oosyrag!

  • Hello all! I'm making a small scale metroidvania platformer on mobile and I've run into some tedious busy work. So the way I'm creating the game, every layout is a small piece of the overall map(original metroid sized layouts). Each layout fades in and out into other layouts. I did this because I was having trouble clamping and smoothly scrolling cameras to very large layouts. Is this a good way to go about creating a platformer/metroidvania type game? Anyway, that's not my question. I am doing it this way and right now, it's tedious having to create the same foreground, background and UI/HUD layers for almost every layout. Is there a faster why to do this?

    I saw that that global layer option exist but it's not working for me. Maybe I'm not using it right. The manual says "If a layer's Global property is set to Yes, then every layer in the project with the same name". Right now I have every layout named differently (e.g., level 1, level 2, level 3). I can't even change the names of layouts to have the same name, it won't let me.

    Another similar question regarding working with multiple layouts...do I need create and import new tilemap for every layout I add?

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heyguy

Member since 18 Jul, 2014

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