Kyatric's Forum Posts

  • The bullet behavior has an action "Set angle of motion" that determines in which angle the bullet behavior is moving (speed has to be superior to 0 for the angle to be accounted for).

    In the properties of the bullet behavior you have the "Set angle" property.

    If you set it to no, you can still determine the angle of motion and have your object travel in a certain angle all the while you can set the "appearance" of the object itself to look like something else.

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  • In this case, the impact is about your ease of use and comfort.

    Go the way that fits best for your style and skills.

    If you are not using the values as default values to apply to a character's spawn depending on what it is supposed to do (I'm thinking about different type of enemies here) I would go with the array because the order will be able to hold all default values for your different types.

  • Go in the ribbon and "View" tab, there check "Layers bar".

    If the position of the bar is such that it cannot be displayed anymore, consider going in the preferences dialog, click "Reset dialog" and restart Construct.

    1. It is a matter of preferences and design of your game. In the absolute you could put everything in a single layer on the "main" layout. Does it make sense in your game ? Are you gaining anything from having the battles directly on the map ? and so on. In order to make things easier for you, using an extra layout means all the elements, layering and a dedicated event sheet can be applied to this battle layout where you can focus solely on battles.
    2. AI is a vast topic. If you feel your timer idea is appropriate to your game, reinforces the fun, offers a good challenge and allows you a progression in the difficulty to oppose to your player in order to keep the challenges interesting (so the player keeps wanting to play and progress more) go for it. This is more a question of game design than actual realization.
    3. To target a specific instance, picking is the key. You can check the numerous examples in the C2 how do I FAQ, they translate to Construct 3 as well. Use an instance variable, apply a different value to each instance. When you know what instance you want to apply a modification to, simply add a condition checking the value of the instance variable is the value of the instance you want to modify.
    4. A stats system for your player could be tied to an array, but could also be tied to global variables only. You possibly have a single player in your game, as such dedicated global variables could hold its stats. For enemies, you may have the same. Consider "plHealth", "plDiff", "plMoves" and "eHealth", "eDiff", "eMoves", assuming you only have a single enemy at a time. Possibly¨the "Moves" variable could contain an array (as JSON) if you have several cards/moves that could be applied.

    I hope those answers provide some kind of help. Your question do make sense but are so tied to matter of design and the game as you designed and made it so far, it is hard to provide more concrete answers without knowing either.

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  • that's the only option for newcomer right now i think. which that person might be not coming back to C3 again because the person already mastering the other engine which maybe more powerful, and skipped using C3 entirely..

    If you master another engine already, you possibly won't be interested by Construct 3.

    For a lot of "non-coders" though, Construct 3 is a solution worth investing in.

    And if you are a complete newcomer, hone your craft.

    Construct is not a "toy", it is a powerful tool. Anyone serious about using a professional tool must be ready to pay the price for it, especially when you are counting on making money from the usage of that tool.

    And if you are serious about making games and earning money from them, to purchase the software, save on the side while you are learning.

    This way, the moment you really want/need to purchase, you have the fund to do so.

    Those are, in my opinion, sensible advices to give to newcomers.

  • So the best way to start with that is to actually read the existing documentation.

    Check the online manual, see the tutorials and check out the How do I FAQ for Construct 2 which contains users topics on how to implement specific mechanics, like the one you depicted.

    Your assets are in regards to the type of game "Match3".

    Using this keyword in the tutorials and forums, you should find all the help you need.

    And if you have actual precise questions on how to do specific mechanic, you can then post to get help on the subject if you haven't found it already in the existing documentation.

  • Yes they did, almost a week ago now in r123.2.

  • A possible trick is to make a function in Construct using the Function plugin, call it from your JavaScript code providing str as a parameter of this function.

    Then in Construct, you can assign Function.param(0) (which content IS str's value) to a global variable, or whatever you need in Construct.

  • Possibly.

    How do I FAQ (Construct 3) :

    How to use Construct 2 addons in Construct 3 ? - LINK

  • Ok i Miss that part, so C3 free version only for hobbyst then.

    The same goes for Construct 2.

    So i need to recommend other engine to a newbie. A bit sad tho, because i like C3, i think C3 is a easiest engine to start as serious game developer from zero from someone who doesn't have coding background...

    Well, if someone with no experience wants to get into games, the first thing to think about is not making money.

    And as you mentioned, C3 is a perfect entry way for someone with no experience to start learning and gaining experience.

    When the person actually manages to gain more experience and knowledge, then it is time to think about monetization and check the various options available, at this moment.

  • Very simply : kyatric.com/c2/capx/2018.11.1.drag.drop.help.capx

    Use instances and instance variables.

    On start of your layout set one of your box instance variable to true, it will be the winning box.

    If you want it to always be the same, set the instance variable in the editor and not dynamically.

    On drop of the key, if the box it is being dropped on is the winning box, go to the winning layout. Otherwise, go to the other.

    If you drop the key somewhere else on the screen, put it back in its original position.