InDWrekt's Recent Forum Activity

  • I'm sorry but, it won't serve either you or me if I just tell you how to do make your game. To be honest, in most cases I would not have even responded to your question because it shows that you have not done anything to learn the program before asking someone else to do the research work for you. On the other hand, if your post had looked like you really put the effort into trying to understand and still were stuck on a specific issue, I (and other advanced users like me) would be more than happy to go out of our way to help you understand. The only reason I felt it necessary to respond in the first place was because you re-posted the same question so soon after the first post. This is just bad forum etiquette and I felt it would be best if someone let you know.

    What you need is an understanding of how the features in Construct work. And, you'll rarely find a tutorial on your specific requirement. You should however, be able to find tutorials about the features of Construct to help you better understand and make use of them. The 2 features I told you to look into will give you everything you need to accomplish your project. The COMPARE TIME event will define when to spawn the "shuriken" and the BULLET behavior will make it move from left to right. Those are the types of tutorials you need to look into.

    To give you a starting point, look at the following links:

    https://www.scirra.com/manual/90/bullet

    https://www.scirra.com/manual/124/system-conditions (look under the section for "Time" to understand what "Compare Time" is doing)

    Subscribe to Construct videos now

    (This is a YouTube tutorial I looked up that shows how to spawn a bullet and use the BULLET behavior so it moves across the screen)

    Now if you go through the info on those links and there is still a question about how something works, feel free to ask me. Be specific about what it is that does not make sense and I will be happy to help, but, you need to put in some effort first.

    There is a wealth of training information already online. Make use of it. If you don't take the time to learn the tool, you will spend far more time coming to the forums to ask these types of questions. Before trying to complete your game project, go through the beginner tutorials. Then, if you are still having trouble with a particular subject, use the forums to ask clear, focused and specific questions.

    Good luck with your project.

    [Edit] I was just reading back through your post and realized, you could even use the EVERY X SECONDS event instead of the COMPARE TIME event.

  • First of all I need to say, don't post the same question multiple times in the forums. You posted this same question about 2 hours before this 1.

    Second, be patient. It is extremely rare for a forum question to be answered immediately.

    Third, your topics have just used the default subject "How do I". This doesn't tell us anything about what you need help with. If you add a focused subject then people who know something about the subject will be more likely to try to answer your posts.

    And finally, before coming to the forums to ask questions, you should go try out some of the tutorials. I know, you have this "AMAZING" game idea you just have to make (just like everyone else here) but if you don't take the time to learn the tool, you will end up frustrated with no games to show for it. Just like with everything else, you need to start with the basics.

    More specifically, take a look at the tutorials on the BULLET behavior and the COMPARE TIME event. When you get a good understanding of those 2 behaviors, you will be able to create the above result.

  • Zathan

    You're welcome. Also, I decided to play with it a little more and came up with another work around you may like even more. Instead of adding another sprite object, this method uses 2 instance variables on the red sprite. Aside from that, it is pretty much the same. Take a look at the attachment. This method is better because each individual object has all the information it needs to handle the re-sizing.

  • So, I know this isn't a solution for the bug, but it is a good workaround. See the attached capx.

    Use a separate controller to hold the sine behavior off screen. Then multiply the size of the sprite you want re-sizing by the difference in the original controller size and the current controller size.

  • I usually prefer to give a constructive critique when I play through a game. I don't think comments like mine above are really that helpful. However, I couldn't find a single thing about the game I could have suggested to make it better.

    Since you asked, there may be 1 thing you could add. You could make the first few levels into a tutorial of sorts. I read the tutorial you had before playing and it told me all I needed but, if it was build into the game play it could really add to the game. Just a thought. Aside from that, I have nothing to say that I think would make it better.

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  • I really enjoyed the game. Game play was smooth and fun. The puzzles were just challenging enough to make me work for it. Keep up the good work.

  • Step seven: Learn how to count the Brashmonkey way. It's the only way to go.

    No seriously, I love the Spriter tool and look forward to all the amazing features you are implementing. For those who haven't purchased it, trust me, you won't be disappointed. Thanks to all the Brashmonkey team.

  • 1 - Create a variable called angle and set it to 0. This will represent a value of 0 to 359.

    2 - When a direction key is pressed, add/subtract a value from angle depending on how much you want the turret to turn.

    3 - Set the sprites angle to the value in angle.

    4 - When angle >= 360, set angle = angle - 360. This keeps angle within the 0 to 359 values.

    5 - Set the angle of the spawned "bullet" items to the same value as the turret.

  • The simple answer is, you can't. There can only be 1 collision box per image.

    The more complicated answer is, add an invisible sprite object to each side of the road to act as the collision boundaries. I know this adds more objects to your scene but, it is the best way to get the results you are looking for.

  • The red wall is a sprite with the solid behavior. It's not an image like yours was. You have to place a single sprite on each wall of the background. Try to move 1 of the red lines in the editor and you'll see what I mean.

  • In an effort to simplify things for you, I edited your project. Here are a couple things I noticed:

    1 - Because you are disabling some event groups, it would be better to remove all your events to set the character to idle from these groups.

    2 - You have events for letting go of the directions as well as the block so I combined those all into 1 event.

    3 - Because you want the idle to be happening when the 3 direction keys are not pressed, it would be best to use the inverted "is down" event, not the "on key released" event so I changed it to do that.

    4 - This has nothing to do with the above bug but, you had a couple "every tick" events combined with other conditions. "Every tick" does not change when an event happens when there are other conditions. In other words, if a condition is true, it will fire every tick without having "every tick" specified until it is no longer true. "Every Tick" should only be used if you really want something to happen every tick no matter what. There is a blog post about that but you'll have to look it up.

    There were a couple other things I changed but if you look over the project, you should see the differences.

  • See this edited version of your project. The upper left 3 buildings have the wall object. In game the walls are set to invisible so the player only sees your background image. You would have to do the same for all the buildings.

InDWrekt's avatar

InDWrekt

Member since 19 Sep, 2011

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