Chris PlaysOldGames's Recent Forum Activity

  • Easiest ways are to either give your character the 8-way behavior and then use "simulate" events or to give your character the bullet behavior and then simply set a speed on creation (or start of layout) to move right and a negative speed to go left.. (or change its angle or facing).

    I would recommend starting with the monster shooter basic tutorial and looking at the example templates that come with construct 2.

  • Good job, nice infinite jumper. If you made the slime slightly more narrow it would be more of a challenge.

    I found it under new games, maybe one day Construct 2 arcade will actually have a search option.

  • My advice would be to make it large and go with it and if it affects performance you can always scale it down and re-import. If you notice any performance hits you can always make a copy of your project and import scaled down versions and see if the backgrounds are the issue and if so do the reduced sizes still meet your quality threshold.

    I have used some pretty large backgrounds and not had any noticeable slow down on PC. If you were making a bullet-hell shooter with hundreds of sprites and lots of effects then it might make a difference, but with a platformer, I wouldn't think so.

  • Can't... search the "How to" forum for "Importing SVG" and there are some workarounds and more information for you in several threads.

    Construct 2 does not natively support... 3 may one day though if you want to pay a monthly subscription to use it...

  • The best way to learn about events is to go through the tutorial section and try to make the games. It helps to understand programming concepts even with a tool like Construct 2.. so any learning you can do on programming, in general, will also be valuable here.

  • Those are just used to store where the archers "hands" are... they are simply the X and Y coordinates so the arrow knows where it should be.

    They currently set it to the player sprites X and y-32 so it appears somewhat where the hands would be...

    They are just storing a place in X,Y space...

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  • The most basic would be to spawn a rectangle "bullet" (has bullet behavior attached) of the color you want from an image point on your ship.

    Make an event that checks if the mouse button is held down AND is over target AND within your specified distance then if all true spawn bullet at image point on the ship.

    Upon creation set, the bullet's speed to something high like 3000, set its angle to Mouse.X, Mouse.Y.

    Test this and you will see a visual "laser" streaking from your ship to the target (and past it). If there are gaps then make bullet rectangle longer.

    You will now need to destroy the bullet "laser" pieces as they hit. This takes some adjusting since your bullets are longish.. you will need to put a Wait=0.01 or 0.02 to make it "look" right and maybe even tweak the values more so it looks like it is constantly striking target like a laser would.

    Also on collision is not best option due to bullet speed, so use On-overlap wait=0.02 destroy bullet.

    If you did everything right you will have a cool "poor man's laser".

  • You could always make a sprite that looks like your player but has no physics behavior attached. It simply shows a visual of what you want when the player sets power (ie. by looking at mouse but staying put). You would then just need to destroy fake, spawn real and apply your data to it on creation that you stored in variables.

    It sounds like from your description though you might be looking more for an arrow and less catapult type launching...

    Look at this .capx and see if it helps. It uses a delta time velocity increase based on mouse button down but you could change the formula to calculate distance cursor is from the player as well.

    https://1drv.ms/u/s!ApREGYJdm9zRgTg22-eF6bRHhSpp

  • If var is still 11 wouldn't it just be instantly changing it back to frame 0?

    You might want to use a different test such as sprite visible then set to frame 0 or use a separate variable.

  • If you are using a checkpoint (aka save point) correctly the enemies that were killed would stay killed... That said, if it is a platformer style where only the player location and score is checkpointed then you will need to respawn all your enemies whenever you restart the level from the checkpoint most likely using a variable.

    But like DGC said.. we need more information to tailor a fix for your specific need.

  • Set the button invisible by default. Then use a variable test canLoad=false. Set canLoad=true when save game exists and use an event that tests canLoad and when true set button to visible. You can also use the same variable to enable/disable the button in case player can still click where it is hidden and activate it.

    You can also simply spawn the button at the coords you want, or move it on and off screen as needed instead of using invisible.

  • You can always make an event that says "If player object is overlapping (this) then drop" and put all the objects of (this) type in a family.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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