Chris PlaysOldGames's Recent Forum Activity

  • That is because I just threw the collision detection sprites onto the player and didn't tweak them. Adjust the player and collision sprites image points till the distance is the same.

  • Make sure you have BOTH a .mp4 AND a .ogg music file or your testing browser may not play your music. There are many free webpage sound/music file converters out these so make your file into both types and import into music folder.

    Outside that (which had me stumped for a bit) do like puntodamar said and rtm.

  • OK, I got it working using some creative thinking.

    Try this out and see if it doesn't feel like the video shows.

  • Try instead of making your own movement events using the 8-way movement behavior and setting its properties to 4-way movement (up,down,right,left) and put the keyboard control events inside a group (Movement). Then give your wall a solid behavior so it stops the player. Start layout with "Movement" group active then deactivate group "Movement" upon a movement key being pressed and only activate the group on a detected collision/overlap with a wall.

  • Have you tried using a ball event with "On-Collision" or "Is Overlapping sprite" condition with action to add 1 to a global variable?

    Use "Trigger Once" condition as well so it only adds 1 until the next detected collision/overlap.

    Otherwise without a .capx is hard to see exactly what you need.

  • A PC/Mac/Linux exported executable will most certainly always run faster/smoother than a browser game. The former has all the processing power of the system while the later is funneled through the browser program.

    Steam Greenlight is not so bad...

  • Ok, I tweaked the .capx a little so it should now do what I think your looking for.

    "Scroll to" would seem like the best behavior option to do what you wanted but it doesn't have any option built in to allow you to only scroll vertical, so I did some searching in these here forums and found a nice event by Shimo that did the trick. The second problem is Wrap to Layout behavior to bring bird back in from opposite side didn't work right, had too much delay and using the Wrap to Screen option made the bird warp to other levels. I solved this by using spawner/destroyer objects.

    Its not the cleanest it could be and I am sure there are a dozen other/better ways to do it, however the key is to just get in there and make it do what you want in the way you know how and learn new tricks as you go.

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  • Layers

    Even with free you have like 3 of them.

    Make several layers, every project should have 3 minimum: Background, Main, and, Hud (or GUI).

    Set your bottom most sprite (ie the backdrop) to Background layer and then lock the layer.

    Set the rest of your sprites to Main unless they are interface or text objects which would be set to Hud/Gui.

    When a sprite is selected look to the left hand column under its properties and you will see its current layer setting.

    If sprites on the same layer are acting whacky you can set their order using the z-order tool or an event.

  • Depends on if you are referring to 2d sprites that appear raised due to good shading techniques or sprites made using full blown 3d objects. I would say if your looking for full 3d sprites then use a program like Unity for your game since then you could use actual 3d objects in a 2d view.

    However, like volkiller730 said, it really depends on what fits with your game.

    But to directly answer your question; for the vast majority of games you will make with Construct2, no 3d sprites are too much. Especially if your targeting mobile, what good are 3d sprites without tons of particles and effects...

  • OK I threw together a very basic example .capx file. It is VERY basic but maybe it will help get you started thinking around the problem.

    The example uses the mouse and keyboard as the input but you can very easily make it touch by adding the touch object and changing it to "on tap".

    You could also play around with the "set jump strength" action from the platform behavior and cause it to jump higher on long taps and lower on quick taps if you wanted but for such a simple game I would stick to setting the jump strength once and then using level design to control difficulty.

    P.S. You will definitely want a prettier bird than mine.

    [File removed, better more complete version lower in thread]

  • I gather by the video that touching the bottoms of the pipe or fitting is what kills the bird, ending the game, and causing the totally annoying advert to pop-up.

    The pipes are pretty basic and can easily be made using the internal editor, do they ever move or are they always static?

    The bird can be a sprite with a rolling animation or a sprite with rotation added via event.

    The kill areas can be invisible sprites (much easier if the pipes don't move, even then they could be pinned)

    I would use the platformer behavior as well to have access to premade jump and other behaviors.

    I will look at it and see if I can throw together a quick dirty .capx

  • Layers are like glass panes, so bottom sprites will always be visible unless they are covered by other non-transparent sprites. You might need to set their visibility via event actions if your layers are transparent.

    Can you add a .capx?

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Chris PlaysOldGames

Member since 22 Aug, 2014

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