Chris PlaysOldGames's Forum Posts

  • My wife was yelling at me to come downstairs and take the trash out.. I didn't have time to think it through logically.

  • Here is a very rough code that adds to a score variable while the car object is moving but not facing forward.. aka drifting.

    You would need to tweak it to get your exact feel though. I used globals for simplicity.

    Pic:

    https://drive.google.com/open?id=0Bx-ufu2WID53ODhMcWRrbWo3SGc

  • Several ways...

    Built into the touch and mouse objects are "On-object-touched" or "Is-touching-object" and "On-object-clicked" or you can do a Mouse-button-down&Cursor-over-object condition.

    Or you could use an instance variable inside all your objects for IsSelected=0 and change just the selected object to IsSelected=1 when you want it to be controlled and toggle off when out of control... your control events would just need to condition for "IsSelected=1".

  • You won't be able to do this grabbing them as a family... since the whole purpose of the family is to allow you to act on whole groups of objects together.

    However, you can still pick items from inside the family themselves without using the families pick...

    If you only have 2 inside family then make two events, one saying in item1 overmaps, item2-set angle and another with item2 overlap and item1 set angle...

    unless I am just not understanding what your trying to do.

  • Many ways, so I will ask...

    Are the heart separate objects (sprites) or instances (clones) of a single sprite? Or is it a single sprite image with 5 hearts?

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  • I have taken a look at Prison Architect and read through your concerns.

    [quote:1ionjnwm]I'm wanting to create a game, I suppose it would be similar to Prison Arch in a way, with multiple units and the ability to build rooms and asortments within it.

    Drag and drop behavior and grid would allow modular building pretty easy out of the box but you may want to event build your own building system as well (which is totally doable in C2)

    [quote:1ionjnwm] Would this engine be able to support a large quantity of units with seperate commands (Assuming the AI is good)?

    Yes. The AI in PrisonArch looks like a pretty basic logic tree.. no prob in C2. Large numbers shouldn't be too much of a problem unless your launching on older mobile devices. But there are lots of tricks to keep things from bogging down.

    [quote:1ionjnwm]Would I be able to have seperate menus for things such as research and worlds maps? Can I set up a nice UI with the corrisponding buttons?

    Yes, and Yes.

    [quote:1ionjnwm]Can the tiles be reduced in size for a smoother look? (This was mearly because of what I've seen the tilesets seems very blocky and I was after a more smoothed non-pixelated look)

    I haven't used tilesets but from what I understand you can use whatever tiles you like to get whatever look your after.

    I would suggest like the first poster that you play around with Construct2 event making for a few days and make sure you like "programming" in it.

    I will add a personal note as well... I have used basically all game making software out there over several decades (starting with programming in Turbo basic http://en.wikipedia.org/wiki/Turbo_Basic)... some examples... game salad, game maker, stencyl, craftstudio, blender, unity3-5, rpgmaker, etc. I like programming in code but I like the ease and organization provided by visual options more. I ended up in Construct2 for two reasons. I love the event making system of "coding" it is soo much easier than game makers version or stencyls visual scripting or the 2d in a 3d environment of unity. The second reason is the active community and ongoing development with very active devs.

    All that said: If I was going to build a Prison Arch game I would build it in Construct2.

  • I can only assume you are doing this as a way to limit the number of bullets that can be shot?

    Or do you have 5 bullet "icons" at bottom you are wanting to count down as player shoots?

    If its the first one then use a variable Shots=5 and subtract 1 from it each time the player shoots and conditions out Shots=>0.

    If its the second option then use a system picking event starting at the far left (X=0) and pick "furthers instance from X,0" then destroy and repeat each shot.

    I would also suggest reading the Manual under "How Events work" and focus on the "Picking" of instances area... makes picking specific instances/copies much more understandable.

  • For example... if you had a isometric house with a roof sprite and a front door area. In Stencyl you would put a region on the front door and link it to the interior region.

    In Construct2 you would make an invisible trigger sprite in front of the front door and have it running an event that uses "Is overlapping Player" then set player invisible (or destroy and respawn at new coordinate...) and change his position to interior X,Y coordinate and set roof sprite to invisible (or to another invisible spawn "region" sprite) then set Player visible again.

    You could have any number of other things happen... like on initial overlap it simply sets variable to "atDoor1=1" and then pop up a dialog or whatever and later if condition is right.. say lock picked, or accept invite inside, or whatever then activate your move to new area code...

  • The easiest timer I have seen is to use system-every 1 seconds-add 1 (to global time variable). So for a count down you could set time variable to your amount and use subtract 1 every 1 second.

    In your every 1 second event just have it add 1 (or 3,5,10.. whatever looks right) to width of your progress bar sprite.

  • Also, have you tried giving the object with the animation the "persistent" behavior?

  • I also came here from Stencyl... and to Stencyl from Game Maker... thankfully I ended up here as Construct2 "programming" is by far the easiest for how my mind seems to work.

    The key to Construct2 is to embrace its lack of limitations in designing, think creatively... ie. it doesn't need a special object like regions in Stencyl. Construct allows you to easily make your own, simply create a sprite by d-clicking canvas, selecting new sprite, dump paint on it, check "invisible" to yes, and change opacity on main layout design screen to like 20-30 to remind you its a trigger (and so you can see through it). Now you can place this in your doorway, exit point, etc and then use events like On-collision or Is-overlapping to trigger your own region changes to new layouts or even to previously hidden layers in the same layout...

  • When you ctl drag off an object it creates an instance of that object with all behaviors, instance variables, and settings inside at THAT moment. The key is to put your original in a specific location off-screen and set it up exactly like you want ALL of instances of its type to behave. Then ctl drag them off. The nice thing is, if you later want a cloned instance to behave in a different manner you can manually change its settings.

  • Simple but effective... one thing I love about Construct2 (and programming in general), there are a dozen or more ways to approach any problem.

  • Try moving the checkpoint check toward end of load events or make a second "verifying" event that simply repeats coordinates input just prior to end.

    I would be happy to look at your capx if you like, maybe another set of eyes might spot something weird goings on. If you don't want to link to it here you can always PM me a dropbox link if you like.