GenkiGenga's Forum Posts

  • If the question is: Is C2 a good tool to teach newbies how to think about programming then I would say it is probably the best out there at the moment.

    Kids these days lose focus so quickly that by the time you were halfway through coding up something simple in a traditional language you would have lost about half of them at least.

    With C2 you have events that are readable and building blocks that they can experiment with. Where they go after they are interested in programming is up to them.

  • Check out the built-in Webgl effects. I think you will be pleasantly surprised

  • Hey Potato,

    In your shooting events what you can do is add a sub-event that checks if the sprite is mirrored or not.

    If mirrored then you can set the sprite X to : Sprite.X-2 (or desired push back amount)

    If not mirrored then set it to Sprite.X+2

    Depending how the rest of your game works you might have to tweak that a bit to make sure you cant push yourself through walls but it is a solid start.

  • Hey J,

    It's a lot harder than it might seem at first. It is a bit of work but you want to look into pathfinding (either using the behaviour or looking into how you would code it up yourself). Basically if you sort your map into little squares then it is less of an impact checking for collisions.

    There are little things you can do to work around it but if you are going to have a lot of enemies on screen at once it's a worthwhile investment for your time. Trust me.

  • Should be fine mate.

    Good practice in general though is to always have a look in debugger after implementing new features for your games. Clicking on the profile tab will give you a good idea of how things are going.

  • Hey Nav,

    It depends a bit on how you set up your game but what I would do is use an array and give my players a numbered instance variable (1 through to 11) and use that number to add stats to the index of that array (based on the players number).

    For example, say player 11 catches someone out. You then add a point to the array at 11(x) and 1(y). If player 11 strikes out then you could add a point to 11(x) and 2(y) and so on.

    Kind of sounds harder than it is but it is very effective.

  • No worries, https://db.tt/3b7YVAzB

    You will have to change it to suit your needs but this should show you how.

    Press space to get a random letter from the array. Using debug you can see the cells being removed

    .

  • The simplest method I can think of is just to create a little counter using a global variable. Call is "Track" or whatever.

    Now you create a function that when called plays the track according to the number of the counter variable.

    Track = 1 -> Play X track

    Track = 2 -> Play Y track

    You have the "on finished playing" condition, when the music finishes it either randomises the Track variable again or adds 1 to it etc and then calls the function again to play.

  • Instead of setting the letter randomly through the system action why don't you draw it straight from the array itself (choosing a random cell of course). That way you could easily control what is in it and just delete the cell when the letter is chosen.

  • +1

    What I would like is a little box underneath the search feature that is a "Go to event number" option.

    So after you do a normal search and find where you want to be, simply type the number and after the search is cleared the editor will jump straight to it.

  • Think about it this way.

    Personal licence of Construct 2 comes with multiplayer features. Computers are initially connected to each other via Scirras signal server. Once computers are connected the signal server is not used for anything else.

    2 computers are connected to each other via the signal server = peer to peer (although technically one computer will actually be the host/server and the other will be the peer).

    2 computers are connected via the signal server to a 3rd computer = set up as a server. What makes this host/server special? Nothing. A server can simply be any computer that is used to launch the game first and that the other players join. A dedicated server on the other hand is just a computer that is dedicated to hosting your game at all times (literally a computer that is always on and running your game through a web page).

    Bandwidth is based on how much is happening. Its not to do with the graphics it is about the multiplayer messages and syncing. Are you constantly sending messages to update movement? = More bandwidth.

  • Hey Cal,

    It just uses regular readable maths so its either Sprite.X-750 or +750

    Upload a cap.x if you are still having issues as its so much easier to help that way.

  • Hey Jay, welcome to c2.

    There is no function that creates a bunch of instances and places them in a row automatically but it is very easy to align things if you enable the grid in the editor. While in the editor go to View and then click on show and snap to grid.

    Ctrl click an object creates a copy of an object.

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  • Hey Sidney.

    Not sure what kind of mp examples you are after but my card game template uses it (setup for peer to peer). I also have a free tutorial that should help you get started if you wanted to go that way instead.

    https://www.scirra.com/tutorials/1432/g ... ayer-games

    You should be able to find some examples of real time games with a search, I know I have seen them shared before but that was a while ago.

  • Hey Cintra.

    There is a difference in the way that Hosts send messages and how Peers do, see my tute for a bit more info on the topic.

    https://www.scirra.com/tutorials/1432/g ... ayer-games

    I cant imagine why you would need to send a message to yourself but still you have two options:

    1.) Create a sub event to the message sent by the host and add what you are trying to do to that.

    2.) Create a bounce event, so the host sends a message and when the peer receives it automatically sends a message back that when received does what you want.