oosyrag's Forum Posts

  • http://www.purezc.net/forums/index.php?showtopic=59665

    There is a good explanation a few posts down. Basically, simple stairs are special case "tunnels" with two entrances. Normal movement mechanics would be turned off while inside the tunnel.

    Another post father down mentioned an interesting idea that caught my attention too: you can use an invisible floating "raft" platform to handle the up and down motion.

  • Hmm.... I missed this post last week or maybe I could have given you some ideas. Good job working on it and figuring it out on your own though!

    I might be able to help you simplify it if you are interested. Here is a capx I put together based on your system.

    https://www.dropbox.com/s/a5tp1k9f2s9e9 ... .capx?dl=0

    The major improvement is that it is infinitely scale able by using loops - it does not matter how many parts there are to any recipe. Also you will never refer to any material/ingredient/item by name or any specific amount in the events, this keeps things flexible. Otherwise, you might end up creating an event for every recipe you have, which could be hundreds!

    Also, I highly recommend using different tokens in your recipe book (, and |)! Then you can use nested tokenats and it will be much easier to wrap your head around.

    Hopefully this will be of help to you, and you can figure out how to use it best for your own project and add features ect. I commented the capx, but let me know if you have any questions about how it works.

  • Snake is actually one of those games that are a bit more complicated than it looks

    There are actually many ways to do snake, but if you're doing a grid based one let me give you a hint: the body doesn't actually move at all!

    If you imagine every time the snakes head "steps" one box, it drops a body box there.

    The length of the snake is just how many "steps" that body box lasts before disappearing.

    If your snake eats an item, just increase how long each body stays visible for by one "step".

    If your head ever collides with a body piece, game over.

    If you're not doing a grid based snake, then go for waypoints. It will be more complicated, but basically you'll be storing all the coordinates your head has visited and your body pieces will go to each one in order.

    Good luck!

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  • There are a few beginners tutorials besides Ghost Shooter. Also check out the platformer tutorial and the asteroids tutorial, they are all linked to at the beginning of the Ghost Shooter tutorial.

    The most important read is here:

    https://www.scirra.com/manual/75/how-events-work

    You can look through the example projects when you go to new project in the program, there are a lot of good mechanics there, and all commented.

    I really recommend picking a very simple game to try to make. Try to think of arcade classics like Breakout, Pong, or Space Invaders. Work on it, and when you run into a problem you can't figure out, come to ask on the forums and I'm sure you will find help.

    On the other hand, if you're here I'm sure you've already got some idea of a game you want to make. Just go for it! Or ask if you're not sure if something can be done.

  • How does your reload event work? Add a condition to reload: Ammo in backpack > 0. If it is 0, then that event will not run.

  • I'm not too familiar with it myself, but in the later parts of this thread I believe there is a good amount of information about XML dialogs.

  • That makes sense, thanks.

    Any chance to add some properties for the text object such as border, background, strikethrough/underline (while I'm at it maybe some wishful thinking like shadow and stroke)? Possibly for C3?

    The usage for me would be dynamic buttons, labels, or menu items as a single object. In the case of menu items if I need to clip a scroll-able menu to a part of the screen, I would use blending or layer something on top to cover the margins.

    Using a text and a sprite object together with containers is fine now, just a little clunky. As a beginner I definitely had some trouble wrapping my head around containers and how to use them properly though.

  • The custom movement behavior also has a "push out solids" action that some people have found useful for preventing overlap in pathfinding situations like this.

  • If you don't have the spawner in the conditions, any action will apply to all the spawners. I'm guessing you only have on collision with coin in your event. Try adding a system pick nearest condition.

  • With NW.js? Do you have any fullscreen scaling?

    Should be automatically centered... If you're talking about your game in a window centered on the users screen/desktop, I don't think that can be done within the program, it will be up to the user to manually reposition the window.

    Or maybe I still don't understand what you are talking about.

  • Are you talking about centering in a browser? Phone?

    Do you have an example/screenshot?

  • In the event when you spawn the sprite, you can assign the UID of the sprite to an instance variable in the spawner object. Then run an event where the spawner object will check if a sprite with that particular UID exists. If it doesn't, spawn a new one and overwrite the old UID.

    Edit: Here is a capx - https://www.dropbox.com/s/mkuflm05cpwnu ... .capx?dl=0

    Notice the For Each condition is important here. If you don't use it, all instances of the spawner objects will be set to the same variable.

  • Before your current system condition that picks a random Moneyspawner, you need an additional condition that first picks all Moneyspawners that do not have money on them. Use the condition from the Moneyspawner object rather than the system compare two values to check the instance variable. This way, the system pick random Moneyspawner will only pick from the already picked empty Moneyspawners.

    Actually I'm not sure if it will work in the same event, you might need another subevent between the every 2 seconds and pick random events.

    Edit: You dont need another subevent. From the manual - [quote:3fxyz5wv]Pick random instance

    Pick a random instance from the currently picked objects. In other words, if Pick random instance follows another condition, it will pick a random instance from the instances meeting the prior condition. Otherwise it picks a random instance from all the instances.

    So order matters here. Make sure you put the Moneyspawners Is Empty condition before the system pick condition.

  • Multiplayer plugin can limit number of players in "rooms". Matchmaking can be a complicated topic, but the simplest would be something like "Join first available room that is not full. If there are none available, create/host a new room". Here is information about how signalling works: https://www.scirra.com/tutorials/892/mu ... pts/page-3

    It is a good idea to actually read all the multiplayer tutorials if you are not familiar with them (really mean ALL of them, not just the first one). Don't worry, they are actually much shorter than they seem. You will get a much better understanding of the capabilities of the multiplayer plugin and what is involved in creating an online game with construct.

    For what its worth, your game being a top down shooter should be very similar to the ghost shooter multiplayer demo the tutorial covers, so you can be pretty confident that it can be done.