Chris PlaysOldGames's Forum Posts

  • I used families for simplicity sake. You can easily do it without.. but if you have lots of pickups you would hit 100 event cap pretty quick anyways...

  • The layer covers the entire layout, you could have it do anything you want when you click out there by simply putting an invisible sprite trigger out there.

    As far as making buttons so they can't be clicked when the layer is open, in my space shooter in my sig I use two methods for my store menu and options page. I have some that are turned off via variable once pressed, ie in my on clicked event I have it set a variable to "clicked" and I condition out Clicked=0 in initial on clicked event. Then when you want it available again simply turn it back on by setting variable to 0.

    If you have many buttons you want to turn off (ie. my entire store is a hidden layer on main layout) just put their event coding into its own group and activate/deactivate the group when the layer is visible.

  • I was envisioning something similar to this: https://drive.google.com/open?id=0Bx-ufu2WID53Ry1zSWNjbnFsZ00 (click the download arrow in the upper right corner of screen)

    Its crude and probably buggy but it does what it says

    Use platform controls (arrow keys) and s key to swap when overlapping "gun".

    I have it set to be empty handed at start and grab the first gun it encounters.

  • Hmm I just checked it and my capx does all it says it does.. correctly.

    It allows the player sprite to move back, forth and jump via arrow keys. If you press 1 it triggers a punch, if you press 2 it triggers a kick, if you press 3 four times within one second it triggers a super punch and, if you press 4 four times within one second it triggers a super kick.

    The on start of layout event simply sets the sprites frames to 0. I did not put animations in the example, I simply had it change frame to the sprite to represent the triggered change where you would add in an animations trigger..

    I followed your initial request of [quote:i9wjb5zo]so if you press 1 1 1 1 within one second

    If the user only presses 1 for all moves... Its basically the same principle you just have to create an event that decides when to fire off the correct attack.. just much more complex.

  • If you have your art assets, know basic programming, are familiar with construct2, and have good work ethic you could easily complete this much quicker than that. I give the basic logic framework a difficulty of 4. I give the data management, to include persistent data management and offline earning calculations and handling a difficulty of 6. However, unless your making a straight up clone, I give gameplay balance (ie. making it engaging and fun) a difficulty of 10.

    A quote comes to mind though... " "Level's Jerry, I'm building levels."

  • Can you post a link to your capx using dropbox or other free host?

  • Here is a simple capx example of mouse click shooting and reloading:

    https://drive.google.com/open?id=0Bx-ufu2WID53NnVMTGRSa1k5MWM (click the download arrow in upper right corner of screen)

  • Hard to say without capx but look for the issue after the collision of bird.. in flappy bird it should simply call a on-collision restart layout action (at its most basic.. not counting score processing, etc).

  • Cool, I got ~9550 first try (*mumbles*.. then 1595, 1430...) good one Korbaach.

  • I tried to open the capx but dropbox says it can't find it (yes, I took out the ...).

    My prior explanation only works if your using a set background image and scrolling downward. If your making a true infinite jumper then you will need to measure the height of jumps and add them to a variable that is shown as total height jumped. But the idea is basically the same. You grab current Y when jump is pressed and the max Y when falling animation kicks in or you land. Then you can take the difference and add it to a height variable to post.

    The thread I linked to has all the code you just need to remember your using Y and not X values... and your going up so Y values will be subtracting...

  • It behaves much better now. I added a control sprite that handles the platformer movement and all collision events. I scaled the collision bounds back to stop edge hanging and other twitchery. The only downside is the players face is a little inside the platform but it doesn't look noticeable.

    See if this handles more like you envision:

    https://drive.google.com/open?id=0Bx-ufu2WID53R2E1MlR4M2lTX1E (click the download arrow in the upper right corner of screen)

  • Have you tried using the physics actions Physics enabled/disabled?

    Once the object reaches its destination grid space, or stops moving in Y values, or whatever have it set the objects physics to disabled and turn them back on again when they are needed to drop again.

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  • It depends on your skill level, organization, and motivation how hard it will be. I am not trying to discourage you, just saying start with a smaller version of what you want to accomplish and then build onto it, you may be surprised at how something that should be simple in theory is actually quite complex in practice.

  • You need to use "Simulate control" action under platform behavior actions for sprite.

    Put it in a keypress event with action simulate control platformer jump.

    I did some minor tweaking on your capx. It should start at menu now by default and goes to the correct layout when you click a character.

    I put the movement behaviors into groups for each character and have it activate/deactivate the other when a different character selected to avoid nasty control bugs (like your lack of pirate control). Both characters mirror and unmirror correctly but the animations need some work .

    https://drive.google.com/open?id=0Bx-ufu2WID53SWRqYmhKS1pMelE (click the download arrow in upper right corner of screen)

    It is far from optimized but it "works" now. One tip though, I see both characters use the same level layout design wise. Why not simply have one layout instead of two and use a spawn sprite event for the chosen character, would be much more efficient.

  • Unfortunately it seems to be one of those things that wasn't considered needed. You can batch add them easily but you will need to sit down with a large cup of coffee to undo it.