InDWrekt's Recent Forum Activity

  • A quick google search of "free 8 bit tile sets" came up with this:

    http://www.pixelprospector.com/the-big- ... -graphics/

    I haven't used the site before but it appears to be a list of other sites containing graphics for free use. I looked at a few of the links and they have some pretty cool images and the graphics are all supposed to be royalty free.

  • Now that is a big question. If you have never built an enemy ai system before, this may turn out to be a bigger project than you are ready for. However, here is a very low level breakdown of the main ai mechanics of the basic beat'em up style enemies:

    * Enemies try to get lined up with the player on the same y axis to attack the player

    * Melee enemies try to get within x axis range while staying either above or below the player before matching the players y axis

    * Single melee enemies will try to circle around behind the player to attack from the back

    * Groups will try to surround the player

    * Ranged enemies try to stay at a distance along the x axis but stay lined up with the players y so they have a direct shot

    These 4 things are the major mechanics of the basic enemies in almost all beat'em up style games. While it doesn't include bosses or more difficult enemies, it is at least a start point. Of course, as I said, it is an extremely low level explanation and does not in any way describe how to pull it off in Construct. I want to stress again, that it would be a much easier task if you have experience with enemy ai systems. This shouldn't be the first type of ai you create.

  • From your post, it seems to me like you are doing it correctly. When the button is pushed, the event should fire the setFocus action of the textBox you want the cursor in. A possible reason it is not working is, there may be an event later in your event sheet which is getting fired and giving focus to another object. You could test this by making one of the events in question the very last event in the event sheet. Then, if the button works to set the focus when you run it, you will know this is the issue.

    Other than that, I would have to look at your setup to get a better idea of what is going on. If you don't mind posting the capx file, I can take a look at it and see if I can see anything for you. Or you can PM me if you don't want the file public.

  • I am in an example mood today, so I threw together a quick capx for you.

    It can be done easier simply by getting the input device position - the point of reference position.

    In the capx file, I created a system similar to many of the mobile games out now where, when the left mouse button is held down, a circle appears on the screen representing the players joystick centered at the mouse location. When you move the mouse to one of the sides of the circle, the blue rectangle begins to move in the same direction. The farther from the center of the red circle the mouse is, the faster the box will move. When you let go of the mouse button, the joystick disappears.

    For your example, instead of having the joystick, you would use the position of the character compared to the location of the players finger. I hope this gets you the information you need and good luck with your project.

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  • I wish there was a step by step guide

    Unfortunately, for most things there won't be a step by step guide. However, to help you get started, I am attaching an example file showing exactly what I wrote in my previous post. It uses a single main event with 2 sub events. I tried to make it as basic as possible so you should be able to look at it and get what you need from it. The blue square has the drag and drop behavior. The event simply states, when the blue square is dropped, check its location against the black square location. If the blue square is on top of the black square, it snaps to the black squares location and get disabled so it cannot move anymore. If it is dropped anywhere else, it returns to the middle of the screen. That is it.

    I hope this will help.

    <edit> I noticed a bug in my capx file. A new version with the fix has been uploaded.

  • FragFather i have no idea how to do this could u come help me i can pay for help

    I'm sorry but I have my own projects I am working on. I can't give my time to another persons projects. You may want to go to the Job Offers and Requests forum and let the community know what you are looking for there. You may find a php developer looking to join a team.

  • Construct is capable of attaching to a database. There is a tutorial on how to setup and connect to a MySql database here:

    https://www.scirra.com/tutorials/525/si ... l-database

    To be able to do it, you will have to have some understanding of php and MySql and will need to have a hosted php site with a MySql database accessible from where ever your players are connecting. Assuming you have those 2 requirements, you should be able to follow along with the above tutorial rather easily.

  • To start, you can look into some tutorials on how to add objects to your play area, how to create events and how to trigger those events when you interact with the objects. Get a good understanding of how those mechanics work and then you will have better idea of what you will be able to accomplish with Construct.

    Now, there are a couple things you (and everyone else coming to the forums to ask, "Can I make <insert any example> 2d game in Construct?") need to understand. Construct is a tool. It is a powerful tool with the capability of making just about any 2d style game without having to write code. That being said, a tool is not everything you need for game design.

    Construct comes with a large collection of templates as well as a wealth of tutorials to get you started. Whereas the forums should be a place to ask focused questions about topics you didn't understand while looking through these other resources. Your question about, "What things I needed to learn to make such game?" is so broad, there really is no answer. What do you need to learn? 1 - How to design a game. 2 - How to use the features of Construct to accomplish your design. Once you have learned these 2 things (which are really a lot of different lessons) you will be able to make any game you want.

    So, that's my rant for the day. Sorry, I usually prefer my posts to be a little more constructive. I hope the first paragraph at least helps you find a place to start. Good luck with your project.

  • The answer is, it depends.

    To get the Spine animation file to run in a Construct project you will need a plugin (just like with Spriter). The last I knew, the creators of Spine are not building these plugins. The are working on a json exporter which can be used to create a more generic plugin but, I have not yet found any specific plugin which has been built for Construct to make use of the json files created.

    A few months ago, I took a look at both Spine and Spriter to decide which to get. I chose Spriter because there is a plugin being developed by Lucid so I didn't have to write my own.

    <Link so people who find this thread will know where to get it>

    If you prefer Spine you have 2 options. First build the animations in Spine and export to a series of sprites. Second, develop your own plugin (or find a developer who will) to run the animation file Spine puts out.

    I hope this gives you the information you need.

  • To do this, you could look at the path finding behavior. Your character will need to have a path finding behavior and will need to check its distance from player. If the player is outside of your acceptable distance, it should use the path finding behavior to get to the player. This is extremely simple and make use of the built in functions in Construct but the character will not follow the exact path of the player, it would just try to find the shortest available path.

    If you want the character to follow the players moves exactly, you would need to record the exact path the player used. You could do this easily by dropping invisible helper objects at each point where the players direction changes. These objects would need to have an incremental number variable so the character could follow them in order. When the character collides with each helper, it records the number of the object and the object is then destroyed. A good way to learn how to do this is to look at the template in Construct for click to move. Open Construct, create a new project and look through the list of templates for click to move.

  • Construct 2 has a behavior called "Drag and Drop" which makes the object that has the property able to be dragged and dropped where ever you want. Simply start a new project, place an object on the visible area, give it the "Drag and Drop" behavior and hit run. You will be able to move the object around as desired. All that is left is to test if the location the object is set is correct or not. To make it return to it's previous location on failure, give the object local variables containing the x and y positions of it's start position and on failure, set the objects x and y = to the stored x and y.

    There is a tutorial RPG-Inventory drag and drop. you can find it here:

    https://www.scirra.com/tutorials/244/rp ... g-and-drop

    It shows a more extensive answer to your question. I have not actually read through the tutorial but it appears to go over a little more than what I did.

    There is a large collection of tutorials on this site to help people just getting started. To find the above tutorial, you could go to the Tutorials section and in the search box, type "drag and drop." I'm not sure how/where you looked for tutorials but this is how I found the tutorial reference for you.

    Also, Construct has quite a few examples shipped with it. In many instances, you can find one which will show you how to use most of the functionality by creating a new project and scrolling through the list of templates.

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InDWrekt

Member since 19 Sep, 2011

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