Chris PlaysOldGames's Forum Posts

  • I will keep checking.

  • Not quite sure what your asking, little more information on what your trying to do would help.

  • 1. Not sure what your asking...

    2. Try here: http://c2rexplugins.weebly.com/

    3. Try here: https://www.scirra.com/tutorials/42/upload-your-game-to-dropbox

    4. Start here: http://crunchygaming.co.uk/bite-sized-game-development-in-construct-2/bite-sized-game-development-in-construct-2-episode-1-infinite-runners/

    5. Add the platform behavior to your player and tweak its preferences to your liking.

  • You couldn't attach it even then, its been borked for awhile... use an external free file host like dropbox then post the text version of the url until you get url capabilities.

    Follow the code provided in this thread but change X values to Y:

    https://www.scirra.com/forum/viewtopic.php?f=147&t=128393

    In your case you won't have a finish Y, so just use the start Y and current Y to calculate distance in pixels travelled upward. You can convert that into whatever measurement you like as well (ie. pixel = a foot, divide by 13 and call them Quadroons, whatever fits your game).

  • Are you referring to their original position when layout starts or their new position of where they collided with player?

    If its original then simply use an "On-start-of-layout" event to spawn them all where they belong each time layout starts/restarts.

    If your referring to new collided position you will need to use a global variable for each that stores their x,y coordinates prior to destroying them and reloads using this data at start/restart of layout...

    But this begs the question of why your restarting the same layout in your gameplay... depending on your goal you could simulate a restart by moving player and only set things collided with to invisible keeping their current position until the simulated restart when they were set back visible...

  • type a : and then immediately a )

    But seriously... I watched a gameplay video on Mr. Jump and don't quite understand what your asking.

    • Percentage of jump strength?
    • # of jumps used in level?
    • % of way through level completed?
  • This is the closest I have seen to a working ragdoll in Construct2:

    https://www.scirra.com/forum/how-do-i-make-a-ragdoll_t111751

  • These should tell you all you need to know.

    Explanation of Pathfinding behavior and its use:

    https://www.scirra.com/manual/154/pathfinding

    Pathfinding and LOS tutorial:

    https://www.scirra.com/tutorials/474/pathfinding-with-line-of-sight

    A good tutorial on pathfinding:

    https://www.scirra.com/tutorials/1118/path-finding

  • Construct 2 is the perfect "platform". But I would recommend starting with a simpler game(s) until you get really comfortable with Construct2 (I know, no one wants to hear that). A game like your wanting to make will require mad organization on your part and lots and lots of logic.

    Try making a WAY scaled down version first... say a "Lemonaide stand simulator" or some such...

  • Silly question; Did you set up the "on collision with" events for second enemy and events to subtract from the new enemy internal variable?

    I assume you mean you made a new sprite and added an internal variable of the same name and not just created an instance of the original via ctl-drag or copy/paste..

    If its not an instance it will act completely autonomous of others regardless of internal variable names, events, or action.

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  • I think the reason you haven't gotten as much help as other posts is there are several ways to do what you ask but they depend on your vision of the game you're making. Also the only example is from a 3d FPS.. No one wants to waste their time when we aren't even sure exactly what you want. Add a link to your capx posted on a free dload host will make it easier for people to realize what your trying to do and "fix" it like you envision.

    That said, I would approach this problem with the grounded weapon as the trigger. Weapons on the ground would wait for overlap with player, then fire off gui asking if player wants to swap out (ie. You found a Smack10, swap it for your Guzzi?") if the player chooses yes the weapon would attach itself to player and turn off its "can be picked up variable" a function would be called that dumps the current hand weapon. I would have an every 0.05 second event constantly running that set all weapons internal "can be picked up" variable to yes if not overlapping player.

  • I am sure korbaach covered it, but I would say use frames would be best bet. Each loaded state would be a different frame.

  • Do you want the player to land on these objects?

    This is one of those questions that would be much easier answered if you put a link to a .capx file using dropbox or other free host site. If you don't have right to post url you can still copy and paste the text of link we can cut/paste in browser.

  • How are you handling "according to number picked".. are you assigning the # to a variable then using a spawner system to spawn based on this variable value?

    If your picking the number and selecting the objects in the same event it may get wonky.. seems like I ran into that same issue making the shooter in my sig. I ended up making number pickers (I use "choose" 1-10 instead of random.. but its all randoms) and then my spawner events fire off based on results in separate events.

    Make a text item on your layout called debug and set it to "set text" whatever your &randomVariable is and you will be able to at least rule out if your randomizer is working.

  • You will need to create a global variable by right clicking the layout and selecting create global variable. Call it PlayerLives or whatever you like. Now on the main event sheet create an event using system icon (the gear) and choose "compare variable" selecting the variable you created above and selecting "is less than or equal to 0". Now create an action off that event that also uses system event (the gear) and select action "go to layout" and choose your end layout.