Chris PlaysOldGames's Forum Posts

  • Use 8-direction movement behavior and change its properties (in layout view when sprite w/ behavior attached is selected) to left/right. Now simply have the swipe event (see fruit ninja tutorial for swiping) "simulate control" move left/right.

  • What alextro is saying is to use a separate invisible sprite that you actually control and then pin your visible sprite to it using "position" option only and not "position&angle".

    Even Ashley recommends this method so your main objects animations are free of collision issues that may arise if movements tests were being performed on animated sprite.

  • I would believe the layout with the layer would need to be a global layout and in order for other layouts to use any events or button from others you would simply need to make sure their event sheets are shared.

  • I was daft on #3. My recommendation in your case would be to have a hidden control sprite that you pin the primary monster to. Then you can be free to use bullet angle changes without extra events. Just make sure to pin monster on position only and not position&angle.

  • 1. Here are a couple ways.. LOS is one. Running an event on your monsters that compares monsters X,Y position to players and if less than player.x+range, player.y+range then toggle an in range variable... or use an invisible "detection radius sprite pinned to player to trigger monsters (like I did here with "sound radius" https://drive.google.com/open?id=0Bx-ufu2WID53SGg5cDgzOF9Qa00) (click the download arrow in the upper right of screen)

    2. Either way is fine but you have more control using bullet behavior. You will have to make events either way that determine when the monsters goes a certain way regardless. Making a monster wander is simply AI, make an action loop where monster randomly changes directions or actions every so often.

    3. You would be best using bullet behavior for movement then since it doesn't change sprite angle unless you tell it, the sprite angle should remain unchanged unless told to angle to direction of movement (which most behaviors do internally, so use bullet and make own movement events).

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  • I threw together a quick capx of what I was talking about, maybe it will help you get started.

    Since capx uploading is still bonkers.. here is a goggle drive link: https://drive.google.com/open?id=0Bx-ufu2WID53dGp2N3I2VnVXU28 (click the download arrow in the upper right corner of screen)

  • Try reading this, it may help find where your issue is: https://www.scirra.com/manual/19/actions-conditions-and-expressions

    If nothing else it bumps your question back to the front page...

  • The problem here is that most times when a game doesn't load its either because of a browser incompatibility issue on user end, slow loading due to user connection, or an unexpected bug in your latest upgrade... only one of these you can control and easily detect... the last one.

    No matter how cool of an event you make detecting load issues, if the game fails to load it will be moot.

    I would focus on making a game that loads snappy with no bugs and make it look cool enough that users try another browser if they fail to load the first try.

  • You would have to use a separate save type and save out to a file that is persistent on a server somewhere.

    Check this tutorial, its about highscores but the principle is the same.. persistent data: https://www.scirra.com/tutorials/346/online-high-score-table-ajax-php-mysql

  • The condition with the red X is using the invert option. You get it by right clicking on a condition and selecting "Invert" from list of options. It is handy for this type of logic.

  • There are several ways..

    I would just grab the current X,Y (and angle unless its always facing one way as in a side scroller) position of the player somewhere in its transforming state and then use an event that triggers at the appropriate time in the transition and spawns the new sprite at that time at those coordinates.

    You could also fire an event off the player sprite that uses action [Spawn another object] and choose the appropriate image point for where it come in (usually center 0). You could pop it in at end of transition, start it off invisible and then change to visible at end of transition, or start at opacity 0 and slowly fade it in by incremental opacity changes..

    it really depends on the look your going for.

    In my space shooter linked in my signature below all the available weapons are always attached to the player from the start of the game. I simply turn them visible when they are activated and back invisible when deactivated. That said, you could have all the available sprites pinned to your player with position and angle from start and simply set the ones you want visible at the appropriate time while setting the Player/last transition to invisible.

  • Custom movements are an extensive project and the movement behaviors we use with Construct2 are quite extensive code blocks.

    The key to making a custom is to figure out exactly what "feel" your going for and work it till you achieve that feel.

    In my crude example for instance you could make the angle change occur over time thus slowing the instant change or add in a lag when key pressed to make it less responsive. You could also add your own momentum slide by continuing forward motion slightly as the sprite is being angled.. it all about making it feel like you envision.

  • Construct2 can easily do it but you will need to get organized.

    I would look into a sprite animator like Spriter for your characters. This would allow you to make all kinds of attack/block etc animations once you built the basic sprite parts for each character. Spriter also works with COnstruct2 and has its own event handlers... and you can usually find a bundle deal in Construct2 store for it.

    The attack triggers like you mentioned are really easy.. simply make variables for each such as "SuperSmackDownPunch=0" and increment with each defined keypress (ie. SSDP triggers with keypress 1) so when user presses 1 it adds 1 to SSDP variable and sets a timer to set SSDP back to 0 after 1 second... and another event that listens for SSDP (or any other) to reach 4+ then fires off the attack if true...

    AI is very doable as well with lots of tutorials on it.. So all in all.. I would say draw up an outline of what you need to accomplish and attack it part by part.

  • I don't believe this is possible.. and even advisable since you would be forced to restart the device to quit.

    I had the same issues with my son using this ipod touch at 3YOA.. but they learn quick what buttons do and not to press them once they are engaged.

    The real problem comes with poorly designed interfaces like my Galaxy tablet that put the home and back buttons right where most movement controls are in games..