lionz's Forum Posts

  • Sounds like you need to set up a 'Family instance variable' for life and check against it. Then you check if Family.life=0 > do this.

  • What are you looking to use it for?

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  • yeah there's a save as .capx option when you save, usually people share from google drive or dropbox and then they can take a look. At least if it didn't work at all on the test account you know why Apple found a problem with it. Next step is to let someone take a look and see if there is a problem from C2 side.

  • the IAP doesn't work at all? Probably something to do with that itunes link up, I don't know much about that. Next step might be to post a .capx and let someone take a look.

  • I would probably do this by way of animation. Create each frame with how much you want the image filled and then play it as some kind of filling animation.

  • Make pieces that fit together like a puzzle. Or is the overlapping some kind of art style?

  • Construct 2 is pretty powerful, you could do all of this stuff easily. You just need to decide what method you want to use. A level select is easy, you would just click the level name and it would load that layout or if there is more than one level on a layout you could load the layout at a particular state. If each level contains several rooms which are each 480x320 then you could just 'create' each room. So for level 1, you would group events in the event sheet, room 1 > load these items (create bed at x,y, create desk at x,y) then for room 2 you could have a fade out transition, destroy everything in room 1 and cut to a room 2 group where you load the room 2 items. This could all be done in one layout. This method only really makes sense if you're progressing forward through the rooms though and never have to return.

    The thing to watch out for is probably framerate. C2 unload graphics when you go between each layout which is great, but if you have too much loaded on one layout it might cause issues. Since your game sounds simple it might be fine though to have a level(or several rooms) per layout.

  • It depends if level 2 is exactly the same room but with things added and subtracted. If that's the case then you keep reloading the same layout that has all the stuff available off screen but moves this into place bychanging global variables to enable/disable certain things in the room. So if something has happened between level 1 and level 2, for example the blood on the floor, I would do this by reloading the layout but enabling some variable i.e. bloodFloor = enabled then it shows the blood this time round.

    If the rooms are going to be entirely different you can just make a room per layout but this would mean you end up with a ton of layouts. Yes you will need a new event sheet with each layout.

    If it was just small rooms you could also have everything available for one 'level' across the layout. By enabling variables to say what room you are currently in you can position objects to make a room as the player loads in. The room would always be in the same place though, with things added or subtracted.

    A possible fourth way might be to have all the rooms premade and created across the layout and then target them with a camera view but if the game plays in a way that it's not predetermined and there are many outcomes between level 1 to level 2 to level 3 etc then I would go for a global variable approach.

    Each of these methods has different pros and cons it depends which one would fit the flow of the game you're trying to design.

  • Do you mean like an inventory system?

  • You have to be careful using 'layout' because it means something else in Construct 2 lol so it makes this really confusing to read.

    It all depends on if this is randomly generated? You can easily have one room per layout(construct 2 layout) and then when exiting go to the same room each time.

    Each level can be a layout(construct 2 layout) or you can have each room as a layout(construct 2 layout). Just depends on how exactly the game works.

    The part where it gets confusing is probably this 'different versions of these rooms will exist in each level'. This needs explaining more.

    You could have the player pick up items on key pressed, when they pick up the item you change the sprite image to them holding it. If you want to throw something, the bullet behaviour works well for projectiles moving across the screen.

  • Yeah that's the one.

  • I've done both degrees so i'll let you know my experiences of both :

    Games development : you'll get a broader view of games development and what really goes into making games, you could also be involved with all aspects of the game - art, code, design, QA, management, music etc. you'll probably do lots of different modules, learn how to design a game, write design documentation and then make a game in a team.

    Computer science : you'll most likely be doing core programming and making a game using a given language, or developing a software solution for a business but either way it's pure maths and code.

    The career path and opportunities will be slightly different. Computer science opens up programming jobs pretty much everywhere. Games development is good for artists and designers, for people that know they want to specialise in 3D character modelling, become a games designer or for people who haven't quite decided and want to taste all aspects of game dev and see what it's all about. Games development could also get you hungry for indie gaming, you might want to make a game on your own.

    I don't regret doing either one, they taught me specific skills that have helped me in the industry. When games jobs said they required a computing or engineering degree, the games development one was enough for this. I would say pick computer science if you know for certain you ONLY want to be a programmer (my guess is if you do, then you already know this). If you don't know yet but like the idea of games design and development then do the all round game dev course.

  • What do you want them to do instead of overlapping, just stop? You could make use of loads of commands, you could use 'if enemy is overlapping player then stop moving', or 'overlapping at offset' if you don't want them to touch the player.

  • I don't use this method too often but I have a lazy way of doing this, I don't know if it's necessarily the 'right' method, but I use 'FOR' :

    system(for) "name" from enemy.IID to enemy.IID > pin bazooka to enemy.

    This matches up the IDs, so first instance of bazooka would pin to first instance of enemy, second instance of bazooka pins to second enemy etc

    Also note that this will still mean that they are floating in the air from their current position, you'll have to also add : set bazooka position to enemy.x,enemy.y, to teleport them to the enemy position (unless they were created at enemy position of course).