brainwavecreations's Recent Forum Activity

  • To me it looks like it is changing over to Animation Frame #1 on all of the "spr_invCover" Objects, when you have the 10 coins, and click on any of the items. They all cost 10 coins, and all are using the same "spr_invCover" Sprite Object. It's not actually picking any unique ID on the item in the shop being clicked, so every object is being changed over to Animation Frame #1.

    I'm not super proficient with Construct yet. But, that is what I'm seeing looking at the screenshots you've posted. As always, there are many ways that this could be fixed. Hopefully someone smarter than me will jump in with a really efficient fix.

    EDIT: For example you could make sub conditions depending on which item is clicked, only have that "spr_invCover" Sprite changed to frame 1, then have the item added to the inventory. Or you could setup a UID system, so it finds the UID of the item, and only changes the frame on that item, then adds the item to your inventory.

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  • Sounds like Level 2 is running off a different Event Sheet than Level 1? You can right click the event sheet Level 2 is using, and choose "Include event sheet", and choose the one that has your character movement Events/Actions.

    EDIT: Grammatical errors.

  • Hey there. The way I would achieve this is have a second frame on the grass sprites, representing the snow sprite(turning Loop Animation "off" obviously). Then simply have the sprites change from Frame 0(which is actually the first frame), to Frame 1(which would be your snow frame), once the change to Winter takes place.

    You could also make use of a "Family"(placing all the sprites within that family), and change it across the entire Family of Sprite Objects in your Event Sheet. Or have a block/group of code in the Winter area of your event sheet, that changes each sprite to the second animation frame.

    I hope this makes sense. There may be a more efficient way to do it. But, I'm only a few months into re-learning Construct.

  • Do you have any screenshots of your current code? Is this for a Menu, or within the Game Area? This could be achieved multiple ways. Either creating a sprite with the text in it, and use Tween on that. You could also make use of a Timeline.

  • So the barrel is off screen(above the viewport)? You could compare the Player.X to Barrel.X, then when it equals the distance from the Player, you want it to fall. Then have an Event that causes it to fall.

    You could do this multiple ways. Have the Barrel simply drop/fall into the screen, by moving it's Y position over time. Or give the Barrel Object the Physics, or Platform Behavior. And, place it on top of an invisible solid platform out of view. Then once the Player is in range, have that invisible solid platform be destroyed. (Thus causing the Physics or Platform behavior on the Barrel cause it to begin falling).

    EDIT: If it was me, I would just adjust the Y position over time, and add in any other effects you like. Depending on if the barrel is landing on top of something, or just falling out of view.

    I hope that all made sense. There are always a bunch of different ways to achieve any type of effect. If you really get stuck, feel free to upload your project file somewhere, and I can take a look.

  • Ah yes timelines do seem perfectly suited for this, didn't cross my mind since I've never really used them.

    Same here

    I need to spend more time playing around in the timeline editor, and learning the ins and outs. I watched a couple videos on YouTube some weeks back, and it seems similar to other timeline editors I've used in other engines. Some aspects seem to be easier with Construct though, which is always awesome.

    Never hurts to experiment :)

  • I haven't done much development using timelines yet, but would they be effective for something like this as well? Essentially creating different movement patterns for particular enemies using different timelines?

    I'm working on several SHMUP games. My first title(vertical scrolling), just has them moving straight down the screen.

  • I'm in no way affiliated with Humble Bundle or GameDev Market(although I do really like their assets), and I'm sure there are a lot of the folks on here already receive emails from them from previous bundles. But, just incase you are unaware, they have a good sale going on now for some nice game assets. Well worth it, and the money goes to a good cause.

    Check it Out Here at Their Website

    Happy Holidays!

  • > Giving it a play right now. It's fun :). It might be nice have the falling platforms respawn after a certain amount of time. I've just got stuck on the second level. I fell all the way back to the start, and the platforms are gone. D'oh! XD Only way is to die/restart the level. Which may be better if you are going for a good time run anyways haha. Just a suggestion.

    >

    > Overall it's a fun Holiday themed platformer, with solid mechanics so far. I'm going to try and play through the whole thing, to unwind for a while :). I'm looking forward to what comes up in future levels. I'm guessing, I want to avoid the angry looking snowmen that pace back and forth? Or can I destroy them somehow?

    >

    > EDIT: Spelling mistakes.

    Thank you Brian for testing it!

    The angry snow men could at first be harmed by jumping on their heads, but after some testing I removed that function to make the game a bit harder.

    About the falling platforms, yes the only way is to restart level, I figured it will be hard that way but still challenging, but now however I am working on some savepoints, so the player can "respawn" closer to where they were, already got a function to reset the falling platforms and the player, just going to think about if I want players to spend gems to get extra lives, or just redo the restart system so it restarts closer to where the player was.

    Again, thanks for your nice feedback! Merry Christmas!

    P.S: After lvl 10 it will get REAL hard.

    Awesome! I'm looking forward to the challenge :). Sounds like you've got a lot of updates planned as well. Not sure how you are doing your Check Points. I've found the easiest way is to have a spawn object for the player. Then when the player interacts with something, swings a sword at an sprite object, or collides/overlaps with an object like a sign post, it just moves the spawning object above that Check Point object(whatever it may be). And, just tells the player "Check Point Saved" with a simple Text Object that spawns, then disappears.

    Merry Christmas, and Happy Holidays!

  • I'm actually doing this for my current main project, which is a vertical scrolling SHMUP for mobile. The way I have my project setup, is I have two separate background sprites that alternate randomly("Background1", and "Background2"). Each of these sprites, have multiple animation frames(three in total with "Loop" turned off). Screenshot Here

    Then in the GameSettings Event Sheet that runs during the main Layout for the gameplay, I have a Global Variable named "Background", which is a number. Each time the Play Button on my Title screen is clicked, I have a group of Events in the same GameSettings Event Sheet, to control the background frame it chooses for that play through. It looks like this

    So the player will see one of three of the backgrounds, which alternates between two separate sprite objects by placing one in the Game Layout's Viewport, and the other directly above it so they are touching. Then they just move down the screen by 5 in the Every tick Event/Actions.

    Not sure if this helps it all. It sounds like you've already found your own method, which looks like it would definitely do the trick. This is just another method to accomplish basically the same thing.

  • Thanks so much for the share! I agree with, lionz, this would make a good addition to the Asset Store once you feel it's complete ;)

    EDIT: If you need assets to replace the ones that you are using now before going to the Asset Store, I can give some to you, or even do a reskin of it, if I find some time. Feel free to add me on Discord, Crawlin#5176

  • Giving it a play right now. It's fun :). It might be nice have the falling platforms respawn after a certain amount of time. I've just got stuck on the second level. I fell all the way back to the start, and the platforms are gone. D'oh! XD Only way is to die/restart the level. Which may be better if you are going for a good time run anyways haha. Just a suggestion.

    Overall it's a fun Holiday themed platformer, with solid mechanics so far. I'm going to try and play through the whole thing, to unwind for a while :). I'm looking forward to what comes up in future levels. I'm guessing, I want to avoid the angry looking snowmen that pace back and forth? Or can I destroy them somehow?

    EDIT: Spelling mistakes.

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brainwavecreations

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