PixelRebirth's Recent Forum Activity

  • My main problem now is how to make the player appear in a certain place upon switching layouts.

    Well how are you trying to achieve this atm? I'd simply put a dummy sprite where I want the character to appear and set the player to its position on startup. Pretty simple I guess.

    Going back would work the same way. Have a dummy sprite at the castle door to let the player reappear there. If there are multiple of these objects in a layout, you could use a global to decide where to appear (a global matching a PV on the dummy sprite). That global would be set in the previous layout of course.

    Hopefully that's already enough info for you to work it out.

  • Well you don't actually need all the sound files to run the cap.

    It looks like a decent start for a tank game. Although it appears to be pretty hard.

    Some suggestions:

    • No decceleration if you don't hold up/down key. Like in realistic war games, where you set the acceleration handle of your tank and it stays there.
    • The tank bounces too much for my taste when it hits an obstacle.
    • Mouse-controlled turret would be very nice.
    • Some kind of smaller obstacles which you can crush with the tank, but will slow you down a bit.

    If I'm not mistaken your tanks are at all times aware of the presence of the player. You could give them some kind of range or line of sight and give them a path to patrol, if they can't see the player. And let them only shoot if they are in range.

  • I have no idea how to go from one Layout to another.

    Use this action:

    <img src="http://i25.tinypic.com/263k1n6.png">

    And always be sure to name your layouts properly and call them by name and not their number. Will avoid a lot of confusion.

    In my Mario game, Mario appears in a different place based on where I enter the castle from (I lazily set it so pressing up anywhere in front of the castle makes you enter) and sometimes there's two Marios! The screen also feels like not scrolling after going between layouts sometimes.

    When you're simply using the action above, stuff like this shouldn't happen. Remember to include the needed event sheets in all the layouts (like player animation, your scrolling... etc.) And you may need to set certain objects (like the player sprite) to global, so it can be accessed in every layout. If you're still having problems with this, you know the deal: share a cap.

    That way I can see exactly what's going wrong.

  • 3. Notice the coins? Each one increases a global variable when touched, but I can't figure out how to display it. What I've tried before doesn't work.

    That's the easiest problem you have. Just add a text object and set its text to Global('Coint count') in an always event.

    As for the enemies I have a general advice for you: use private variables to control their behavior! I added PVs for the delay between shots, for the general status (is shooting or not), the time it will wait between two attacks and all that. Sometimes there are double values, like MaxShots and CurShots for the Sniper. Maxshots is the amount of shots it will fire in one attack. CurShots counts the fired shots, in order to stop the attack, when Curshots equals Maxshots.

    For some values like Rate you could use a Global value instead, since it's just the amount you subtract from a certain value. This doesn't really need to be sprite specific.

    Regarding the plant: you added 8 directions movement, but you didn't use any of the movement's actions. Instead you used 'Move at angle', which works differently. The amount of pixels you set will be moved instantly in 1 tick! I used Ball Behaviour for the plant, which fits the purpose better. You could also use Bullet of course.

    With all the values you can easily control the behavior of your enemies and you can have different instances acting differently by just changing some values. Although I may not have done it the most elegant way here, it's generally speaking the way to go.

    I didn't comment the cap, there aren't many events though. The hard part will be to figure out which PV is there for what purpose. But I bet you can figure it out when you have a closer look.

    Your cap with changes

    If there's something else, you can always contact me.

  • As for a cap...how would I go about uploading one? I've honestly never uploaded anything to the internet besides pictures...

    Well there are quite some free upload sites. Dropbox seems to be pretty popular around here. You could also try Mediafire. It basically works the same like uploading an image.

  • Why not Quazi?

    I know there have been some commercial brothel managment games or similar stuff. Not to speak of some crazy japanese s***.

    Hey, I thought this was supposed to be Hentai? But there are photos for the most part.

    This would profit from a consistent graphical look, but I understand you did concentrate on the events so far.

    Too bad most things aren't functional yet. I can't really figure out how to do anything, instead of looking at some stats of the girls in the bar. But from the events it looks like you put already a lot of effort into it, although I don't have the patience to look through everything and figure out what they're doing, obviously.

    Keep it up, I'd love to see a version of this with some actual gameplay.

  • I not sure if I'm getting what you want to do, but let me try...

    So you want one sprite being picked, do some actions on this sprite (and on this sprite only) and other sprites which may meet the coniditions will be ignored after that?! You could simply use a global (or any variable) to check how many times the For each loop already ran, and stop it after 1 run. But that's pretty simple, so I'm quite sure that I missed your point. Maybe you could share a cap. That might clarify things. Or wait for the bright ppl to reply.

  • Like I said earlier, Construct seems awesome, and I like how I can do interesting stuff without any real knowledge of scripting. But...it's overwhelming. I don't really need this much freedom at this point.

    Well, I do understand it may become overwhelming, especially if you didn't work with the likes of Click & Create and Multimedia Fusion before.

    Oh well. I'll probably work on and off with Construct and RPG Maker XP for a while. Both have different advantages for me and both have their disadvantages. I guess I should just work on one until I hit a bump and then switch to the other for a while?

    Hey, there's nothing bad to say about RPG Maker. For a certain kind of game, it works pretty well for sure. And of course you could use both applications at the same time. The thing about hitting bumps though is in my opinion to be a little persistent to overcome them. It may be a pain in the ass at first, but in the long run you will profit a lot.

    I would advice you to switch to the older 0.98.9 version of Construct for now. Although 0.99.42 is marked stable, it has some problems 0.98.9 doesn't. And with 0.98.9 you can work through the Platform School tutorial, which should clarify a lot of things for you.

    Once again, thanks PixelRebirth. I'll probably whip some caps up if you still want to help...in my Mario project I can't even figure out how to make a Goomba...sad. Maybe I just need more sleep?

    Sure I'd help you. Not a problem. Show me your cap and I show you mine, or smt like that.

  • By the way, functions, I don't get 'em yet. I had an enemy that is supposed to wait 2 seconds, then fire 3 shots, then go back to guarding (Sniper Joe in case you were wondering). He waits just fine, then lets out an endless stream of shots. It's kinda neat looking, but not really what I was looking for, and not exactly very fair either.

    Sounds like you're missing a condition which will end the shooting after 3 shots or you're calling the function all the time unintentionally or something like that. If you want to, I can have a look at your cap (in case you don't want to upload a cap to the forum, there's always PM).

    It's so easy to get distracted.

    Indeed it is!

    But don't worry. Doing a project like you described where you have more creative freedom and aren't obligated to recreate a certain kind of style and/or gameplay, will be a good learning experience for sure.

  • The collisions won't be pixelperfect, since the behaviors are using timedelta and fancy stuff to run the same speed on all computers. You can fix this issue with events though. I added one event to your "All" event sheet. It's basically setting the block to the right position on the pseudo 32x32 grid when it's stopped.

    I guess this does the trick for you: download

    EDIT: Also keep in mind to use the collision mode "Bounding box" and not "Per pixel" for your box sprites.

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  • So, if he's in Frame 1 on running, he'll go to Frame 1 on shooting and running. I can't figure out how to do that.

    There is a condition to check which frame of an animation is playing. When you set the animation to shooting, you can set it to the right frame as well. It shouldn't be too much of a hassle setting it up this way.

  • Good to see you're becoming more familiar with Construct! Learning by doing is always a good thing.

    I need a way to have some type of time delay in the event actions, and it will help immensely, but I have no no idea how to do that. I've found out how to have time delay as part of the condition, but not the action. Is it possible?

    Have you tried the Function object yet? There's an action which lets you call a function after a delay. That might be a good way to go. To be a little more precise: you make an event with a "On Function" condition. Now this event will only run, when you call that function with an action in another event. And like mentioned you can do this with a delay ("Call function after delay").

    So I hope this was helpful. Keep working with Construct, there's always something to learn and figuring out new ways to do certain things can be a lot of fun.

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PixelRebirth

Member since 26 Mar, 2008

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