PixelRebirth's Forum Posts

  • 3. Notice the coins? Each one increases a global variable when touched, but I can't figure out how to display it. What I've tried before doesn't work.

    That's the easiest problem you have. Just add a text object and set its text to Global('Coint count') in an always event.

    As for the enemies I have a general advice for you: use private variables to control their behavior! I added PVs for the delay between shots, for the general status (is shooting or not), the time it will wait between two attacks and all that. Sometimes there are double values, like MaxShots and CurShots for the Sniper. Maxshots is the amount of shots it will fire in one attack. CurShots counts the fired shots, in order to stop the attack, when Curshots equals Maxshots.

    For some values like Rate you could use a Global value instead, since it's just the amount you subtract from a certain value. This doesn't really need to be sprite specific.

    Regarding the plant: you added 8 directions movement, but you didn't use any of the movement's actions. Instead you used 'Move at angle', which works differently. The amount of pixels you set will be moved instantly in 1 tick! I used Ball Behaviour for the plant, which fits the purpose better. You could also use Bullet of course.

    With all the values you can easily control the behavior of your enemies and you can have different instances acting differently by just changing some values. Although I may not have done it the most elegant way here, it's generally speaking the way to go.

    I didn't comment the cap, there aren't many events though. The hard part will be to figure out which PV is there for what purpose. But I bet you can figure it out when you have a closer look.

    Your cap with changes

    If there's something else, you can always contact me.

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  • As for a cap...how would I go about uploading one? I've honestly never uploaded anything to the internet besides pictures...

    Well there are quite some free upload sites. Dropbox seems to be pretty popular around here. You could also try Mediafire. It basically works the same like uploading an image.

  • Why not Quazi?

    I know there have been some commercial brothel managment games or similar stuff. Not to speak of some crazy japanese s***.

    Hey, I thought this was supposed to be Hentai? But there are photos for the most part.

    This would profit from a consistent graphical look, but I understand you did concentrate on the events so far.

    Too bad most things aren't functional yet. I can't really figure out how to do anything, instead of looking at some stats of the girls in the bar. But from the events it looks like you put already a lot of effort into it, although I don't have the patience to look through everything and figure out what they're doing, obviously.

    Keep it up, I'd love to see a version of this with some actual gameplay.

  • I not sure if I'm getting what you want to do, but let me try...

    So you want one sprite being picked, do some actions on this sprite (and on this sprite only) and other sprites which may meet the coniditions will be ignored after that?! You could simply use a global (or any variable) to check how many times the For each loop already ran, and stop it after 1 run. But that's pretty simple, so I'm quite sure that I missed your point. Maybe you could share a cap. That might clarify things. Or wait for the bright ppl to reply.

  • Like I said earlier, Construct seems awesome, and I like how I can do interesting stuff without any real knowledge of scripting. But...it's overwhelming. I don't really need this much freedom at this point.

    Well, I do understand it may become overwhelming, especially if you didn't work with the likes of Click & Create and Multimedia Fusion before.

    Oh well. I'll probably work on and off with Construct and RPG Maker XP for a while. Both have different advantages for me and both have their disadvantages. I guess I should just work on one until I hit a bump and then switch to the other for a while?

    Hey, there's nothing bad to say about RPG Maker. For a certain kind of game, it works pretty well for sure. And of course you could use both applications at the same time. The thing about hitting bumps though is in my opinion to be a little persistent to overcome them. It may be a pain in the ass at first, but in the long run you will profit a lot.

    I would advice you to switch to the older 0.98.9 version of Construct for now. Although 0.99.42 is marked stable, it has some problems 0.98.9 doesn't. And with 0.98.9 you can work through the Platform School tutorial, which should clarify a lot of things for you.

    Once again, thanks PixelRebirth. I'll probably whip some caps up if you still want to help...in my Mario project I can't even figure out how to make a Goomba...sad. Maybe I just need more sleep?

    Sure I'd help you. Not a problem. Show me your cap and I show you mine, or smt like that.

  • By the way, functions, I don't get 'em yet. I had an enemy that is supposed to wait 2 seconds, then fire 3 shots, then go back to guarding (Sniper Joe in case you were wondering). He waits just fine, then lets out an endless stream of shots. It's kinda neat looking, but not really what I was looking for, and not exactly very fair either.

    Sounds like you're missing a condition which will end the shooting after 3 shots or you're calling the function all the time unintentionally or something like that. If you want to, I can have a look at your cap (in case you don't want to upload a cap to the forum, there's always PM).

    It's so easy to get distracted.

    Indeed it is!

    But don't worry. Doing a project like you described where you have more creative freedom and aren't obligated to recreate a certain kind of style and/or gameplay, will be a good learning experience for sure.

  • The collisions won't be pixelperfect, since the behaviors are using timedelta and fancy stuff to run the same speed on all computers. You can fix this issue with events though. I added one event to your "All" event sheet. It's basically setting the block to the right position on the pseudo 32x32 grid when it's stopped.

    I guess this does the trick for you: download

    EDIT: Also keep in mind to use the collision mode "Bounding box" and not "Per pixel" for your box sprites.

  • So, if he's in Frame 1 on running, he'll go to Frame 1 on shooting and running. I can't figure out how to do that.

    There is a condition to check which frame of an animation is playing. When you set the animation to shooting, you can set it to the right frame as well. It shouldn't be too much of a hassle setting it up this way.

  • Good to see you're becoming more familiar with Construct! Learning by doing is always a good thing.

    I need a way to have some type of time delay in the event actions, and it will help immensely, but I have no no idea how to do that. I've found out how to have time delay as part of the condition, but not the action. Is it possible?

    Have you tried the Function object yet? There's an action which lets you call a function after a delay. That might be a good way to go. To be a little more precise: you make an event with a "On Function" condition. Now this event will only run, when you call that function with an action in another event. And like mentioned you can do this with a delay ("Call function after delay").

    So I hope this was helpful. Keep working with Construct, there's always something to learn and figuring out new ways to do certain things can be a lot of fun.

  • Very brief alpha video of my J'n'R project Castle Chaos.

  • Mega Man...shoots to attack. I've figured out how to make him shoot, but I can't figure out to make him go back to his normal position after firing a shot. I'm not sure how long it is between pressing the attack button and returning back to normal, but nothing I try ends up even remotely how it should.

    By "normal position" you mean the normal (non-shooting) animation I assume. If you're using events to control your animations like in the example, there are several things you could do to make it work. For example give the sprite a PV called "Shooting" to control which animation will be shown. Since Megaman can shoot while walking/jumping too this could make things less messy. Or you could even split the sprite itself in upper and lower part. But I guess I wouldn't recommend this for beginners.

    Is this enough info to work with?

    Actually it's not really enough information to give a precise answer. You maybe missing just one event or some small tweak to make your animations work properly for all I know. So I'd like to see your cap if that's possible, makes things easier.

    On a sidenote I've already checked out the beginnings of a very good MegaMan engine made by forum member SuperV, who appears to be a total MM fan himself too. Maybe if he knew about the "MegaMan-ness" of this thread he'd jump right into nerd mode. That could be very helpful for you I guess.

    (Don't hurt me SuperV=)

  • No sweat, the search function around here is a real bitch anyway.

    And of course I'm always glad to help.

    Are you doing something MegaMan-related btw? I'm just guessing by your avatar and you did mention you're not using your own sprites.

    EDIT: Okay I got it. Read your introduction.

  • I replied to a similar thread a few days ago.

    http://scirra.com/phpbb3/viewtopic.php?f=3&t=4440&start=0&st=0&sk=t&sd=a

    You may want to read this and get the file in the last post (this file), which demonstrates basic animations with events and also how to face the right direction.

    The problem might be that you're using tagged animations, which are glitchy atm I believe. In one of my current projects I'm using them without a problem, but the animations are only tagged on the dummy sprite. Then the visual player sprite will be set to the dummy animation (they are named the same way), when the animation is changing. Doing it this way, the animation will play properly. Or do it purely with events as shown in the example cap.

  • Now if I could implement that into a level editor of some kind, that would be awesome

    You could simply use an array to save your levels. Store your object coordinates in the array and use the "Save to file" action. With "Load from file" you can load your level back into the game.

    That's how I did it before and I think it would be the simplest way to go.

  • Okay forget the other version, this should work like you wanted it to:

    Kind of proper version

    Building any kind of boxes now should just work fine. You're missing sprites that are closed on three sides for example, which you'd need to properly form other shapes.

    Also note that I made the changes in version 0.99.42, while your original cap appears to have been saved in an older Construct version. Just in case you're wondering why you can't open it, you'll need the latest Construct.