TELLES0808's Forum Posts

  • Combos like this?

    You should store the attack command before executing it and trigger it ready, also, the attack condition should wait until the animation is finished.

    This sample and template will be on sale soon. I get delayed with it because some milestones are making me rethink the entire event sheet to make it reach 50 events. Unfortunately it's currently using more than 100 and users of the free version will be unable to use it on their projects.

  • Show us a screenshot of you project and what you're trying to accomplish, without the code, just the visual of the game. Maybe it's simpler than you're saying and we are misunderstanding you.

    If the game is not ready yet, make a mokup with all the items, texts, icons, etc, a complete example of the screen will give us a better idea than wall of texts.

    [quote:2cmi7vqd]The challenge is then displaying BOTH the player instance variables AND the Enemy instance variables at the same time without having to recreate individual text objects for each type, which is the brute force method I've got working now. In other words, rather than txtType, txtName, txtArmor, etc., I have txtPlayerType, txtPlayerName, txtPlayerArmor,... AND txtEnemyType, txtEnemyName, txtEnemyArmor,...

    Manipulate and find instance variables are very simple, in all the samples it was made with a single condition, also, updating texts instead of creating them.

    [quote:2cmi7vqd]What I would like to do, but haven't found a way, is to have some routine which uses instances of the text objects themselves...

    1) Checks the Character.Type.

    2) IF "Player", use txtType(0), txtName(0), txtArmor(0), etc.

    3) ELSE, use txtType(1), txtName(1), txtArmor(1), etc.

    In the second example, I filtered the object and set the text without the need of setting anything, even a name for the text object, but if you want manipulate an existent text by searching an instance variable, it's even simpler.

    In the screen bellow we have 3 objects with their static texts, an instance variable in each one to make us able to find who is who and fill them.

    https://dl.dropboxusercontent.com/u/470 ... %20it.capx

  • I like to start with the game itself, the player behavior, AI and the stage, leaving the menu and other things for end, so, be able to focus in gameplay. Games for kids sometimes ask for a little bit of AI in the behavior, to help them play when they repeat a challenge more than one time, or they will give up easy.

    E.g. I had a game where my son was typing, like "Mario teaching type", when the stage was using only single letters, he was well playing, but when it become to throwing some words, he instantly asked me for help, and I recognized the need of an AI to help him if he miss some letters of the words, so, when he type a word missing one or two letters, the AI will simple bold the missing letters and ask him to type them in the end.

    Another sample was in a jump game like Mario, he fell of the platform while jumping by two times, and I did an AI to help him in the third try, so, when he pressed the jump, it was too late, but the AI recognized the edge and jumped before, confirming the jump button with a delay by using a condition listening with a gap of time to happen =]

    Kids are awesome and they deserve more attention, but today games are hard, bad explained and bad oriented in many ways, throwing different types of gameplays without even introducing a world or telling the player what is happening and what the game expect to the player, what objective and reward it will give.

    Your game sounds amazing and certainly will introduce kids to the Science by teaching them about gravity, speed, acceleration and the most important, with a nice reward when finishing it with your animations.

  • Things in games are called objects, two objects of the same type are called instances.

    Everything happening to an "instance" can be check using conditions in the event sheet. If you want a pet crying, make an "instance variable" like a boolean (true/false) and change it as desired.

    E.g. your pet, after 10 seconds of the layout starts, will become hungry, so, check the condition time > 10 seconds and do the action "set instance variable boolean hungry" to true.

    Now you're able to check if the pet is hungry and set its animation to correspond the new behavior.

    Condition: pet instance variable boolean hungry is true?

    And if this condition is meet, trigger the action: Change pet animation to "animation_name_for_hungry_behavior".

    With this in mind you'll be able to make the whole game, dealing with conditions and actions, so, finally you can call it as Events.

  • No, you can send without problem. If it's a doubt about events, maybe be better to share with the community and help folks in the same trouble =D

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  • It's exactly what I did in a clean and elegant way =]

    I hate functions, so, you'll need to deal with it, ha! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://dl.dropboxusercontent.com/u/470 ... 0text.capx

  • Amazing collection. With it is possible to make an entire RPG World

  • We exchanged keys, and I'm impressed with the quality and variety of tiles it have. Highly recommended!

  • If you don't care, I'll be doing a sample of it and placing it to the Arcade Tutorials, as other games I already did there, so, if you run in trouble and want figure out without much stress, you'll be able to check it by 28/12/2016 =]

  • No, one object, two instances, it'll not increase your file size or the amount of memory being used because the system can recicle the item and simple redraw it.

    Things what consume resources are events triggering as spammers and animations using frames instead of videos.

    But if you go in a layout with 1.000 instances of the same object, it can increase the resources used to manage them on the event system, also, having 1 instances of 1.000 objects will increase both, the resource needed to manage it inside the event system and the memory consumption, because they are all loaded at once.

    To avoid it, think how the developers did old games, breaking them in areas and inside each area you can place a bunch of different objects, targeting the amount of memory you want to use.

    Avoid going up to 256MB because old mobiles have the maximum of 516MB, like MotoG, the cheapest smartphone I could remember to being able to run games =]

  • This guy here is crazy for new games, specially making them with daddy =D

    So, I understand your frustration while dealing with non-expected behaviors.

    Why you don't try to make it and when running in trouble, you come here and ask for help!?

  • You can achieve all this by using events and without touching the fading behavior, or, using the fade behavior, it's all about logic.

    To follow the fading progress, simple follow the opacity of the object, and trigger any event with the desired condition, the same for waiting and fadeout.

    To know if the fade is active, you can simple check if the fade started yet or finished yet, if it start and don't finish, it still active...

  • If you place two objects of the same type in different layouts, each one will keep their own instances and setups, but if you want change them all at once, click on the object inside the "Projects" tab. The first object (or the lower UID, I'm not sure) of any type created will hold the standard for any other created after him.

  • First, create a new project inside C2 and select any the touch demonstration to start with, there you'll learn about touch and its behaviors, including multi touching.

    To make the desired behavior, simple test the origin of the touch and its ID, if the first touch (ID 0) is happening and it move from its origin, e.g. to above, the tank should move to above and so on.

    Shake screen is an action of the "Scroll to" behavior, and it only works when far from the layout edges, else, it'll stuck and don't work properly. You can make a custom shake screen system, just search for it on the forum.

    Before trying to add multiplayer you should read the tutorials and look inside the sample files of C2. One specific tutorial from one of the C2 creators is a good start, just hit the Tutorials button above this topic and search for it.

  • I don't know if I interpreted correctly your question, but here it's:

    https://dl.dropboxusercontent.com/u/47035927/Samples/text%20for%20object.capx