Chris PlaysOldGames's Recent Forum Activity

  • Give this a read, it may give you some insight into how something so simple is not so much so. It does offer some good options though you might be able to use:

    https://www.scirra.com/forum/nearest-instance_t63017

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  • I have found the flash behavior to be very quirky.

    I would recommend making your own flashing function by using action-sprite-set-transparency-0, wait-0.5(adjust time for speed 0.1-1), action-sprite-set-transparency-100, repeat as long as you like. Then either have this in the appropriate event or put it in a function and then call that function anything you need some flashing done.

  • It depends on if your game will be perspective, isometric, or just use sprites of 3d models on a 2d plane...

    If your making sprite sheets of 3d models I would recommend using something like http://www.thegamecreators.com/?m=view_product&id=2302 or https://www.garagegames.com/products/spriteworks so you can save yourself a ton of camera work and if you don't like the angle you can re-position easily and re-shoot the sheet/shot.

  • Construct2 instances need to be "picked" in order for Construct2 to act on specific ones.

    You pick an instance in the conditions portion of an event. Any instance referenced in the condition is therefore picked and the actions will only affect it... search for picking instances, there are several good tutorials out there.

    You will have to find a way to pick the specific instances your after and then condition it.

    Ie. on collision, is-overlapping, distance from a point, instance variables set to certain things, etc. (options are near endless).

  • I am not sure this is possible with how Construct2 works.

    Why are you needing to create an instance variable during runtime?

  • If you have the platform behavior attached to your player object then the arrow keys are already set up to work by default. left/Right/Jump(up arrow).

    You would use "Simulate platform" movement if you wanted to change the controls to another key, ie. make the space bar jump or use W-D for left/right, etc.

    Make sure you have added the Keyboard object to your project!

  • The accelerate toward point does just that...

    You will need to set its speed/acceleration via a trigger once it arrives.

  • [quote:amix9xc2](I did this because of what you said in the tutorial)

    Thanks Codah, I am always looking for more efficient ways to do things. Coding has never been a strong suit of mine so many of the tricks evade me.

    I am more the shade tree mechanic getting the car running with duct tape and JB weld.

    [quote:amix9xc2]But you see, if you drive your car to the complete left or right, then you'll never encounter an obstacle. I will need to find something to avoid that. Maybe add some random stopped obstacles on the side of the road. Like cones or whatever.

    I just threw this together for someone as an example, didn't tweak the gameplay, if you narrowed the road a little it would eliminate this issue.

    [quote:amix9xc2]Can you explain me how the System-Every random(2,8) action work? That it mean that the car is created randomly between 0 and 2,8 sec?

    It creates a car every 2 to 8 seconds.

    [quote:amix9xc2]I would also like to understand what is the purpose of the line System-trigger once after the spawning? Does it prevent to generate the action twice while the car is still on the layout or not destructed yet?

    I am not sure why I used it there without looking at my event but anytime you have an event where the conditions are not specifically triggered once (aka collision) then you need to trigger it once or else it will be run 60x a second (each tick) per iteration until the conditions are no longer satisfied. Example would be an object overlapping condition where you move one object away if it overlaps another it may run through several passes before moving away since it detects overlapping for a duration... by triggering it once it stops after firing off one time until it detects a new triggering of that events conditions.

  • Its easy... come up with an original, ground breaking idea complete with catchy title, original sound track, and never before seen graphical style..

    Ok maybe that is a little far fetched, however, if you make a cool original game that is fun to play and not simply a clone I would be suprised if anyone dropped it.

  • Here is a tutorial I did for a vertical game idea much like you suggest. I know its very basic, is vertical, and uses the random spawn you don't want but it may give you some ideas.

    https://www.scirra.com/tutorials/1202/very-basic-top-down-vertical-driving-game-capx-tutorial

    I don't see what you have against the random spawning of items in the lane the whole fun of avoiding is the possibility of an impossible combo.

    You could always have an invisible sprite covering all 3 lanes with the condition if more than one of each lanes sprites are overlapping it at once it chooses a random one and deletes it...

    The lane change thing is easy if your player can't move forward or back.. just have an invisible sprite in all 3 locations and tween or move/snap the player to the one above, below as chosen.

  • How far we have come since 1992...

    Yes, it is possible to make such a game using Construct2 (and Construct2 is probably best option). That said, it will require quite a bit of learning on your part: Isometric or top down, hand made grid or array grid, turn based actions, enemy AI, multiplayer or local turns, etc, etc.

    I would recommend starting small and make a single top down level of a similar gameplay.. dungeon crawler etc, using editor art (aka stick figures) and if you get it working then you will be in a better place to decide if your ready to tackle such a project.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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