joelmayer's Recent Forum Activity

  • I'm kind of sorry to read so many bad experiences but also of the kind of aggressive tone that is struck when it comes to addressing the Scirra People themselves.

    Me, i haven't even finished a proper Game yet, so i'm still learning and exporting to Mobile doesn't interest me too much (PC foreva!!) so of course, it's easy for me to say.

    Nevertheless, i kinda had a thought, which probably is too much to tackle for the Guys and i rather have them doing what they do best: making Construct a better Tool but here it is:

    How about doing a Crowdfunding campaign to pay a Coder to do C2 optimized Wrappers for all the major Platforms and then make those Open Source so it will be maintained by the Community? This way, no Time is getting taken away from developing C2 and no overhead is created of maintaining it...

    Just a thought, i really love C2 and what it does for me and if it just stays a Hobby, so be it. It was still worth every Cent I know it is probably frustrating for someone longer around than me to never being able to publish his stuff properly on the Platform of Choice but i would never not recommend C2 to anyone because even if you won't make your Blockbuster Game in it it is still a great Way to learn about Game Making and i'm pretty certain as HTML 5 matures more, so will C2.

  • Errr.... Well... That was so easy it's kind of embarassing actually :S Well, i tried the Else before but not in this configuration...

    Sorry for taking away Forum Space and thank you very much for your help ))

    Interesting though that i have to keep the Else Statement BETWEEN the two Overlapping Events and not beneath all of them even i'm referring to the second Block in the Else Actions as well... Something i'll have to keep in mind i guess

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  • Hi Guys

    It's probably a dead simple solution but i'm not quite sure how to tackle this yet...

    Here's what i'm trying to achieve: i have a Character Sprite set up and i'm trying to prototype a situation, where the HUD has a set Text Box, where Information, Dialogue etc. is displayed. Now, the Player is controlled via Keyboard in a Platform fashion. What i'm trying to do is, that on Overlap with an Object in the Layout, the Object changes its Animation Frame and displays a descriptive Text in the Textbox. When the Player leaves the Overlap again, the Text disappears as well and the Text of the next overlapping Object is shown instead.

    I kinda know why its not working at the Moment. The thing is, i invert my Action on overlap which of course makes construct think, that i never want to show any Text in the Textbox because the Character is always NOT overlapping with at least one of the two objects, so the Text gets set to nothing (or made Invisible) at all times...

    Do you have some tips for a good solution on this? Should i try it with some kind of Instance Variables that sets the Text to Visible/Invisible?

    I'm very grateful for the great help a (still) untalented N00b like me gets here so thank you very much in Advance!!!

    Maybe to make things a bit more clearer, here some Screenshots:

    The In-Game Screenshot shows how it kinda should work (although the second blue Hotspot had his Animation Frame also set to 1 which you can see by the white outline, which shouldn't happen until the Girl overlaps). Here i took out all the inverted Stuff, so of course it works but the Textbox doesn't empty itself anymore. I hope it was kind of understandable

  • Thank you so much Kyatric! I'm going to look into it more thoroughly when i get back home from holiday but looks just like what i need! Now i just have to do some reverse engineering to figure out how it works exactly but i think thats a rather good learning exercise Thanks again!

  • Hey Scofano

    Thanks for your reply. The problem is, i'd like the player to be able to pick up another object, even when he already has one in his Inventory but then they get switched out.

    So if the key is already in the inventory and i add the pie, the key returns to the game world and the pie wanders into the inventory.

    However, maybe i'm just making too big of a hassle out of it. Maybe i should try something with the pin function and make it like a Super Mario-picks-up-the-shell-and-carries-with-him function. I can't find any good tutorials on it unfortunately but maybe i'm looking wrong....

  • Hi There!

    It's not really a Construct specific question, although i'm planning on building my game in the engine. I want it to have kind of an old school, horror Adventure look (in the Clock Tower/Ghouls and Goblins SNES vein) and thought about using a resolution of 320x200.

    Now, while i'm a decent artist, i have NO experience at creating tilesets. I only know about the common sizes like 8x8, 16x16 and 32x 32. My question is, what size would you recommend for my proposed resolution? I guess the bigger the resolution, the bigger the tile sizes so i thought about 16 x 16?

    Another question would be about upscaling. To get the retro look i think a lot of games double the size of the actual game compared to the size they created the assets in. So in this case the game should run at 640 x 400. How should i do this in Construct? Just scale up the tiles and other things x 2? Does Construct automatically anti alias it? Can i turn this off somewhere?

    Also, i don't know if it's allowed, but i posted a question about my inventory system in the beginner's section, but maybe it's already too advanced for that part of the forum. I'm planning on letting the character carry only one object which he drops, when you pick up another object. You can find the thread in the beginner's section. I can't post direct URL's yet, but it's still there on the first page called "Inventory with only ONE object".

    If anyone could help me out a little with some hints, i'd be very grateful!

    Thank you so much.

  • Hi All!

    I've been experimenting with Construct for a simple Adventure Game i'm planning and here's what i'm trying to do (it's a Platformer Style Layout but without any jumping):

    My Player Character should be able of carrying only ONE object at a time. It goes something like this:

    Character Picks up Key - Key goes in the Inventory and is destroyed in the Game World

    If a Character decides to pick up the pie, the key gets dropped back in the Game World at the point where the Character is standing, the pie gets destroyed in the Game World and appears in the Inventory.

    If however, the Character uses the Key on the Door, the Door opens and the Key gets destroyed permanently.

    Do you know of a good way to achieve this?

    My next step would be to give my character sprites multiple, separate Arms which are holding the different objects. So if your key would be in the Inventory you'd see the Character carrying it, same with the pie, etc. I thought about just doing the arms as separate sprites and then call them and let them follow the Players X and Y Coordinates.

    A very good example of the kind of thing i'm trying to do is this little Flash Game by Double Fine called Host Master Deux: Quest for Identity. You can play it for free on their Website, if you're interested. Thank you so much for your help!

    • Joel
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joelmayer

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