heyguy's Recent Forum Activity

  • Hey folks! I have no idea what happened. Yesterday, I was able to test my game over lan. Now I can't. I'm getting these new error messages. I tried other capx files and they won't work over lan either.

    I reset the options and I get another error message. Check below. Can anyone help me troubleshoot? I'm gonna try importing my game to another computer or uninstalling/reinstalling.

  • Hey, I got it! Thank you! I didn't need a function, like you said. I removed it and adjusted a bit of the code. Here it is and a gif for posterity's sake.

    i.postimg.cc/gcqKTswN/lineTest.gif

  • Hey all! I'm trying to create a simple space invaders game and I've run into some issues. Only one enemy sprite follows the "looping path" I created. Here's a gif and the code.

    imgur.com/iHDF0a6

    Essentially, the bullet speed/angle changes when the enemy collides with a trigger sprite. A form of this code already works with two waves of enemies but not it's not working here. I know it has something to do with "picking" objects and object instances. This is a topic I've always had some difficulty grasping. Could anyone help me out?

    One more thing, I'm having trouble muting sound fx and music individually. I can mute it all at once but I'd like to give players to option to mute sfx, the music or both. I found a tutorial using WebStorage to key sfx and toggle them on/off but couldn't get it to work. Music plays at start of layout and then this.

    I'd appreciate any advice and thanks for looking! Hope it all makes sense!

  • Thank you! I thought the tutorial pages were gone with the change to this new site.

  • Hey all. I'm messing around with C2 and I want to try a create a game like Velocispider.

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    Something you don't see in the trailer is if you hold you phone at an extreme left or right tilt, the player character will gain speed/momentum and hit the screen edge really quickly. Basically, you holding the phone at almost an upside angle will make the character "fall" left or right very fast. I'm not sure how to create that sense of momentum/acceleration/physics/gravity when tilting. Here's the basic code I've got so far. Should I use some sort of physics on the player? Thought cchanging the speed or acceleration of the sprite with a steeper gamma number but that didn't work as expected.

    Thanks for looking and Merry Christmas!

  • I made a folder a while back containing different capx examples of fake, pseudo and real 3D, created by others. I added some more today for this thread.

    https://www.dropbox.com/sh/ijd8ze5okysi ... 3yTba?dl=0

    Essentially you can make "3D-like effects" and even actual 3D with plug-ins. If you're good at math, I bet you can make pseudo 3D stuff. I think the paster capx is very cool, looks like it can help you make a 2D sidescroller with some 3D graphics. I think I've seen another overhead GTA style project on the forums that looked really great!

  • Hey there! I think these might be able to help in general!

    https://www.dropbox.com/s/gi069efukrc0o ... .capx?dl=0

    https://www.dropbox.com/s/motun4pvo9whd ... .capx?dl=0

    https://www.dropbox.com/s/9pscwbjmhy9fy ... .capx?dl=0

    You'll find lots of useful files searching through the forums and tutorial page! These should answer your questions except maybe getting an enemy to both follow and jump if the player is on a higher ledge. I imagine you need to run some sort of check to figure out if the player is above a certain Y value in relation to the enemy then jump. I'm actually pretty sure I've seen a capx like that floating on the forums too <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> Anyway, hope these help!

  • Thanks I tried and I think I got it half right. The first sprite animated and destroys as intended but that's all that happens.

    https://www.dropbox.com/s/45qt8ezvlnse0 ... .capx?dl=0

    So I was actually hoping to create an efficient function that automatically destroy the sprites in order, maybe with a loop, instead of me individually picking instances through events. I actually updated my events to reflect the desire to create a convenient function.

  • Hey there! I'd really love to chat about Visual Novels, Text Adventures, Choose Your Own Adventures and how to create them using C2. Has anyone made a game like this? Are there any examples out there? While thinking about easy and fun games to create, I came up with the idea of making a simple Text Based Adventure game like Lifeline for iOS and Android. Here's a trailer for Lifeline.

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    I did some research and learned text based adventures or visual novels might not be that "simple" to create. Still, I thought I'd get creative. I came up with the idea of using one sprite with art and text (essentially a long image with text boxes), placing smaller sprites over the text and using timers to destroy the sprites to reveal the text. What does everyone think of this idea? Is this a feasible way to create a text adventure in C2? Here's a simple capx demonstrating what I've got. Works best on mobile!

    https://www.dropbox.com/s/4aoo9g5i5ym0i ... .capx?dl=0

    Pretty bare-bones. So I need to do more research on different topics! Right now I'm trying to wrap my head around:

    -How to determine the players progress and current game state

    -How to scroll the screen down with each new message

    -Preventing the player from scrolling down into blank page

    -Adding dialogue options for the player

    Can anyone point me in the right direction with some of these topics? I think I've got some of it figured out...in theory. I think I can create a variable to keep track progress by the number of messages received, right? And for scrolling the screen down with each message, I think I can move the invisible player sprite (that has a scroll to behavior and I'm already using to scroll) onto a new message each time. The other two, I'm not sure. I'd appreciate any help! Thanks!

    On last thing, I'd really like to discuss story for this type of game too, if anyone's up for it! I really like the way Lifeline did text based adventure! I'm trying to replicate that "look" (since it seemed easy to recreate) but I don't think many stories fit the simple Lifeline look and experience. What do you all think are interesting Lifeline-type experiences? I know that instead of text messages, I could write paragraphs and include drawings to make this more of a visual novel, which I might do instead. Some story ideas I've been kicking around are a:

    • Sci-fi Crime Noir story (visual novel)
    • Fantasy D&D like story
    • FBI Crime Noir like Condemned Criminal Origins (visual novel)
    • Lifeline-esque story on Water planet
    • Lifeline-esque story on abandoned space station
    • Lifeline-esque horror story like a choose your own Silent Hill

    Gotta keep brainstorming lol. Anyway, thanks a lot for looking at my post! So is this a good way to create a text adventure or visual novel game?

  • Hello all! It's been forever since I used C2 and I'm a bit rusty! So I'm trying to create a simple text adventure game, similar to "Lifeline". I came up with the idea of using one sprite (essentially a long image with text boxes), placing smaller sprites over the text and using timers to destroy the sprites to slowly reveal the text.

    Question 1 - How do I set a timer to destroy the sprites in order? Right now, all small sprites run an animation and destroy themselves within 3 - 6 seconds. I want the first sprite to run the animation, destroy itself, the process to repeat on the next copy, and etc.

    Question 2 - Possibly more complicated - How can I limit the player's ability to scroll only so far as their progress? That is to say, you shouldn't be able to scroll down to see blank space. Any thoughts or suggestions? Is this a feasible way to create a text based adventure? Thanks!

    Note: I'm making this for mobile so the visuals/resolution/controls are optimized for mobile. Should work on browser though

    https://www.dropbox.com/s/4aoo9g5i5ym0i ... .capx?dl=0

    edit: formatting and less words

  • Looks great so far, the art and the systems! Can't wait to see more of this. Did you create Mazes of Karradash 2 with Construct 2? How long did it take you to create your previous game and do you have an overall ETA for this game?

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heyguy

Member since 18 Jul, 2014

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