GeometriX's Forum Posts

  • You can do this relatively easily with custom movements. Create a target object that is re-positioned randomly every few seconds within whatever space you want. Then set your bee object to have custom movement, and every tick accelerate towards the target. You may need to set a maximum speed for it, too. It'll give it a nice, smooth motion if you get your values right. Player around with it and see what works.

  • Well you can; doing it this way is how it's done. It's just that you can't import the full frames of a GIF by clicking the "Load an image from a file" button as that seems to only import single frames.

    I have no idea why it's done this way - seems a little unobvious to me - but that just seems to be how it goes.

  • You need to import frames rather than the full image.

    At the bottom of the animation editor the animation frames are laid out. Right-click an empty space and click on Import Frames.

  • Great tracks. I bought the sci-fi collection for a game I'm working on. If everything goes well with this project, I really hope that I can afford to pay for your custom music creation services for future games.

  • Zeropad is what you need. Format is zeropad(number,digits)

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  • You'll need to create three local variables: health, shields, and regeneration timer. Knocking off the health and shields is simple enough: just check to see whether or not the player has any shields remaining. If they do, then -1 the shields, if not (shields=0), then -1 the health.

    To do the shield regeneration, set the regen timer to gain 1 every second or whatever you want, and then create a new timer that raises the shields by 1 every few seconds, but only if the regen timer's value is greater than a certain amount, say 5. When the player gets hit, you reset the regen timer to 0, forcing it to count up to 5 again before the shields start to regenerate every 2 seconds.

    Make sense? I hope so, it's kind of late for me here.

    I've made a simple capx to show you: here

  • Select the text, look under object properties on the left of the screen, and change "Set angle" to No.

  • Difficult to tell exactly what the problem is without you providing a capx, but it's mostly likely because you've only set up the player's control events in the event sheet for the first layout.

    If that is the case, I'd suggest that you place all of the events you need to be portable in their own event sheet, and include that event sheet in the sheet for each layout.

  • Ooh, a textbox, for text entry. Sorry, didn't see that.

    Yeah, it's a weird thing, actually. As a workaround I tested pinning it to another sprite (rotation and position) and it just refuses to rotate even when I rotate the base sprite.

    I assume that it's some sort of technical limitation. Sorry, I don't have a clue :(

  • No CSS is necessary. Do you want to change it in the layout, or with events?

    In the layout view, just click and drag on the rotation handle, just like any other object.

    <img src="http://dl.dropbox.com/u/14522925/clickdrag.jpg" border="0" />

    As an event, simply change Object.Angle through rotation (relative to current angle) or by setting a specific angle (absolute).

  • You could set up custom controls, instead of relying on the built-in platformer controls. You'll still use the behavior, though. Disable default controls under the object's properties.

    Your events will go something like this:

    1) On key press up -> start jumping animation

    2) On jumping animation frame = 3 (or whatever) -> simulate platform control jump

  • Hi folks. Apologies if this has been asked before.

    My question is simple enough: should I update to every new version that's released? As beta releases, how stable are they, really? How much of the core application is changed in these new releases?

    Since I bought Construct 2 about a month ago I've been getting quite into the development of my first game, and as new features are released I'm tempted to play around with them, but what are the risks? Specifically, could I stand to permanently corrupt my project by working on it in a beta version of C2?

    I'm not looking for the safe answer here, I know that answer is "only install stable releases if you're worried." I'm looking for people's experiences with Construct 2 as development has progressed over time, if you've ever lost a project to a beta release, or have had any other sort of catastrophic (or even minor) setback, temporary or otherwise.

  • Right click in the layout's event sheet -> include event sheet. You can chain together multiple event sheets in this way. Eg: Level -> game mechanics -> global variables, or score screen -> global variables

    Easily my favourite feature in Construct 2.

  • Are you referring to the objects I have parked off to the side of the layout? That's a thing with Construct, you need to have at least one instance of all objects at least somewhere in your project before you're allowed to spawn new instances of them.

    It's sufficient to place those dummy instances off to the side of the layout (where the player won't see them), or you can create an entirely new layout (I like to call mine "Parking lot") for them. You'll find that as your project grows, you'll probably have quite a few of these objects set off to the side.

    EDIT: Oh, wait, unless you're referring to the actions in event 3, in which case I'm re-creating objects that were previously destroyed, just so that I've always got 10 instances of the object.

  • Not sure which licence you have, but families can generate different objects very easily. Otherwise you'll have to replicate the functionality by randomly choosing an object inside the loop.

    For the collision stuff, it goes something like this: object is overlapping object, pick instance 1 -> object.destroy, optionally recreate the object when you're done. This will flicker the objects slightly so you might want to hide the process from the player.

    capx