Smedis2's Recent Forum Activity

  • Nothing is impossible.

    What I can tell from your screenshot looks fine to me.

    The problem probably lies in the way you "restart" the stage.

    Are you restarting the layout?

    Or are you scrolling to a specific point in the layout?

    Because when restarting, the stagearea variable should be set to the stage's checkpoint number, correct?

    If your current game isn't too big, a .capx would be very helpful too.

    Also, adding a "Trigger once while true" to the last condition in your screenshot would be good too.

    (It probably doesn't solve the problem, but it's a nice habit to add it to conditions that don't have to trigger every tick)

    Restarting the stage involves resetting the layout, yes. If I add a check to make sure it doesn't get change the "stagearea" variable until the level intro sequence begins, the global variable remains the same throughout until the level actually begins.

    If I were to send you this, I'd probably have to cut out a lot of stuff, so I'll just send over a video to show what's wrong. This is with the "for each" event cut out, so it happens a bit differently than I described in the video.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • In an attempt to save me the hassle of having several different stage checkpoint objects, I decided to have a system that relies on a global variable and a variable that changes depending on the checkpoint area triggered.

    For example, if one were to enter a room with a checkpoint with the variable number 15, it would set the "stagearea" global value to that number. This part seems to work fine. However, when restarting a stage after dying, the game, for whatever reason, decides to either pick the starting point of the level or the very LAST checkpoint in the stage.

    (The "scrollding" variable isn't important in this)

    Is there something wrong with the way I set up these events, or is this just simply not possible to do?

  • Hello. I've returned again to deeply annoy and infuriate people with my questions about making a Mega Man-styled moving camera again. Yaaaaaaaay.

    What I have set up here uses 2 different camera objects. If camera 1 is not near a border, it uses camera 1 as a scrolling point. If camera 1 is NEAR a border, then it uses the fixed-position camera 2, which gets the X position of the screen border.

    The problem I'm facing is that once the scrolling finishes, it instantly flips back to the first point it was at as opposed to progressing. I feel like the issue is caused by the fact the setup doesn't know how to detect that it's past the "acceptable" camera stopping point when it gets done scrolling.

    Here's the camera and bug in action.

  • Is it possible to create non-interactive demo scenes like an attract mode in an arcade game? I want to implement this into my game as one of the various idle-screens when you wait on the title screen for a certain amount of time.

  • Never mind, I fixed the issue. I had an event that I forgot about making the counter go up earlier in the event chain.

    Lock the thread.

  • Yes, I know I ask a lot of questions here, but that's mainly because I'm an idiot.

    Anyways, I'm trying to make an intro cutscene that types out text. The thing is, I want it to add to a counter variable when it's finished typing a string.

    "Texte" is the variable that I'm using for the strings that appear on-screen. I've tried various different ways to get it to try and get the cutscene controller to start for the end of a line, but I've had no luck. Instead, the counter increases no matter what, leading to the text changing very awkwardly and inconsistently.

    "Wait" is the variable that's supposed to create a delay between the different lines of text that are printed.

  • The "screens" are all on one layout, and they are the size of the game's resolution (so if the game runs at 256x240, a stage with 2 screens would be 512x240 in size). What I'm doing is making the camera move throughout a large layout, but have spots where objects/event triggers stop it from moving until the player reaches the edge of the screen/hits an objects that triggers the camera to move.

    I've successfully set up a system for a vertical version, but that's mainly because in most games like Mega Man, the screen doesn't move vertically so the camera is completely static vertically until the player hits one of the spots that triggers the camera pan. Horizontally, though, I run into a bunch of issues since the camera has to be re-aligned to the player's X position. The effect I'm trying to go for looks like this: https://youtu.be/JE2oujPetCw?t=56s

    While I am capable of doing the screen pan, I can't for the life of me figure out how to get the camera to *stop* when it hits a "screen" border. As mentioned before, the camera would either be a single pixel off, leaving a tiny spot of that shouldn't be visible... well, visible.

  • An issue I've been facing for a VERY long time in the many issues I've used is making a Mega Man-style camera system. I know how to make the camera scroll when you go to the edge of the screen, but I don't how to properly make it follow the player or stop moving without either having a single pixel annoyingly jut out from the cut-off point or just break in general.

    A system I had in place in a previous project was a camera object that moves at a set amount of pixels when you go past its X region, but that caused a lot of issues since the character in it had momentum while moving. There were borders that when the camera object collided with would make the camera move back by the same amount of pixels, but ended up being very problematic in the end.

    Are there any good techniques that could help me solve this long-standing issue of mine?

  • In some games, such as Mega Man (again), there are some enemies that have the ability to fire shots that somehow manage to both get your X position and yet at the same time throw shots in an arc.

    https://youtu.be/aZMXvt1kppc?t=1m36s

    Is there any way to possibly emulate this in Construct 2 (either using behaviors or purely through events)?

  • Hello! I've had an account here for a while now (and I've been putting it to use, as some of you may know), but I haven't properly introduced myself.

    I'm Smedis2, aspiring game developer and massive retro game fan. I produce most of my works under my RED-FIRE label, a name I've carried over from when I was little and make pretend games with.

    Before coming to Construct 2, I used Game Maker (8.0 was the newest one at the time I started) and Multimedia Fusion 2/Clickteam Fusion 2.5 (which I used for quite a long time). Somewhere along the line, I got tired of working around all of Fusion's quirks and issues, and used the knowledge I had obtained from using Fusion and applied it to Construct 2.

    I'm glad to say that I've been enjoying using it for the past few months. It's nice, it's clean and it doesn't make me want to rip my hair out (most of the time). There's a few little things here and there I feel that could be fixed/expanded upon, but for the most part it's pretty lovely.

  • How would I make a menu that, if certain objects have yet to be unlocked, it goes right to the next possible thing?

    Take this screencap from Mega Man 4 for example. Note the gap between the Mega Buster and Pharaoh Shot. Normally, there would be other weapons there, but since the bosses have yet to be beaten, the cursor instantly moves over to Pharaoh Man's weapon.

    The menu i'm currently using is a lot more vertical and simpler, but I'd still like for the same general idea to apply.

    Can anyone help me figure out a way of doing this?

  • > Is there any way to make objects from families share variable types, but give them each individual amounts OF that variable?

    >

    > Let's say I have 3 bullet types in the family "PlayerShots". I want each to do an individual amount of damage, but I don't want to have to make each enemy have 3 different reactions to said bullets, but instead just subtract their health by the variable in each individual bullet's damage amount.

    >

    Yes, set the variable on playershots then edit all the members of playershots individually in the editor on the object list, changing the default value of the damage variable for them. Newly spawned instances of all those objects should correctly use the same default values as other bullets of that type.

    Welp. I thought that didn't work. I recall a previous time where I tried that and the variables all remained the same for ALL objects in the family. Thread can be closed and locked, I was being silly.

Smedis2's avatar

Smedis2

Member since 10 Dec, 2015

Twitter
Smedis2 has 4 followers

Connect with Smedis2

Trophy Case

  • 8-Year Club
  • x3
    Popular Game One of your games has over 1,000 players
  • Email Verified

Progress

10/44
How to earn trophies