the_Shit_hawk's Recent Forum Activity

  • the templates were to show ways to do things with the engine, however were meant to give you a head start in to making your own game. thats what a template is. you're meant to build onto, change, and remake said templates, to create the game that you feel should exist (or just want to make). while it is insisted that you build from the ground up, if you're going to add in the same concepts anyway, theres nothing wrong with starting halfway there. just make sure if you're going to sell a game that all artwork is either original or public domain etc, or give proper accreditation royalties etc, as otherwise you can be sued for your house, car, pc, etc unless you are incorporated or LLC etc.

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  • there is a function (event) called "On Animation Finished", which will trigger an action once the current animation ends. i believe that's what you're looking for.

  • > its cool, would help if it had some sort of text that told you how to move, was hitting keyboard arrows for a moment before i realized it was drag n drop/touch, could use text with a fade behavior, just have it stay on screen for a few seconds and disappear. im assuming its geared towards mobile, so i would say add a button that acts as an attack, something that will make cars swerve away from you. something as simple as push button /press spacebar, play sound moo, and have an invisible sprite around the cow/animal, and if a car is overlapping or collides with it it explodes or switches lanes, exploding would be less logical, but easier than figuring out which cars swerve left or which cars swerve right, and what happens if something is dead center. as its slightly touchy, i would space the cars out slightly more to account for lag between different systems. also if youre using touch atm, you could add mouse behavior as well, (touch doubles as mouse behavior but each has some specifics) and change the mouse cursor to show whether youre hovering or grabbing the animal, or even just set it to invisible. it allows computer players to admire the player sprite instead of an arrow with eyeballs. but overall a nice little game, good work. usually its a while before people have a character select etc.

    >

    Thanks for the awesome feedback! Really helps to have an objective eye make observations we overlook and take for granted while designing. I am going to get to work on making some clear instructions on game controls and mechanics involved in the game so players jump in and play without any confusion.

    We do actually already have a simple dice rolling mechanic that rolls a random ability and you have to tap it to gain an ability or bonus points. There isn't many options involved there but there is an 'Explosive' ability and a 'Slow time' ability also. But you are perfectly right about in the fact that it isn't explained clearly enough so perhaps it is easy for players to miss the fact this mechanic is even there at all.

    Thanks again for taking the time to review our little game

    i had a really nice layout you couldve used for a main menu but i exported it to host on google and then google cut hosting and my laptop crashed, and tbh idk how to host anywhere but scirra arcade. the original files are there but all the code is lost unless i can rehost the files. tbh though, it only takes 2 or 3 events to make a main menu with a how to play screen, even if you splash it up as a fake loading screen or something. if you need help figuring it out lmk, but it should be fairly simple.

  • I couldn't figure out how to upload a picture directly to the forum, so I just created a quick Google site and uploaded the picture there. The last bits of it get cut off, but they are essentially if A is down simulate jump, of left arrow is down simulate pressing left, and if right arrow is down simulate right. Again, since I'm new to all this, I started off using a tutorial. However, the tutorial didn't cover key features such as running, so I stopped using it. After that I just did stuff myself. It's probably really inefficient. It works however. I'm guessing I'll probably just start from scratch and make something that is more convenient.

    Here's the site with the picture: https://sites.google.com/site/construct2help1/

    Alright, i thought you were saying to do one of those animations was 32 events vs all of them = 32. i dont know if atm this is just a test to ensure everything works or if thats the code you're planning to run with, but it seems you have a lot of "if S pressed set variable to x" "if variable is x, set animation", would you be able to simply say "If S Pressed, set animation"? and then just loop the animation in frame editor? also in instances where you have "when X Happens, set animation" "on animation finish, Do Y" , you could try to just add a wait function, and time out how long the animation is. (helpful hint: Animation speed is in frames per second, so total frames / frames per second = seconds per animation.)

    If the keyboard triggers are in for the final game, i would suggest working around the variables, though i know sometimes ill hook animations upto number keys just to check that they work, so im not sure which is the case in your situation, but most things can fit in one event. such as , on x collision with y, destroy y, play sound, set x scale to 1.5, wait 3 seconds, set x scale to 1.

    learning to package events is a skill you'll learn over time, and a very valuable one if you plan to use the free version. if event limits are truly an issue, i suggest maybe trying out construct2 vs construct3beta, as it has a 100 event limit for free version, though this is not a viable option for all people.

    heres a title screen a made last week, shes a pretty one. but it shows how you can layer everything into literally one event. granted this file isnt interactive, but look for things you find yourself doing over and over and try to link them together somehow. hope i helped somewhat.

    https://www.dropbox.com/s/tinenf98waub3 ... C.c3p?dl=0

  • 50% is a heavy price for marketing, considering your asking for the rights to somebodies game. i understand its a service some people could take advantage of if they dont want to learn how to host their own stuff, but personally, i'll pass.

  • there definitely is, but im curious as to how it takes you 34 events to animate mario. a screenshot would make this a little easier to answer. i feel maybe you are calling something else an event, but a lot of what you're asking can be done with a combination of global/instance variables and the set animation, or scale sprite options.

    if you make a numeric global variable/instance variable called "State" you can say if state = 0 set animation to a, state = 1 set animation to b, etc. . if you post a screenshot of your events i can probably help you cut it down by a few lines of code. 34 sounds like way too much. ive made full platformers with less than that when my laptop worked.

  • stock collision is a square, so your vehincle might just be getting stuck.you can crop your image in image editor to minimize said square, also in your toolbar, the button that looks like a snake, (-o-o-o ) (may have to resize editor window to see, under image point) will allow you to set custom collision polygons. if your vehicle still doesnt move, try not making your course solid, but putting invisible solid sprites where walls would be.

  • its cool, would help if it had some sort of text that told you how to move, was hitting keyboard arrows for a moment before i realized it was drag n drop/touch, could use text with a fade behavior, just have it stay on screen for a few seconds and disappear. im assuming its geared towards mobile, so i would say add a button that acts as an attack, something that will make cars swerve away from you. something as simple as push button /press spacebar, play sound moo, and have an invisible sprite around the cow/animal, and if a car is overlapping or collides with it it explodes or switches lanes, exploding would be less logical, but easier than figuring out which cars swerve left or which cars swerve right, and what happens if something is dead center. as its slightly touchy, i would space the cars out slightly more to account for lag between different systems. also if youre using touch atm, you could add mouse behavior as well, (touch doubles as mouse behavior but each has some specifics) and change the mouse cursor to show whether youre hovering or grabbing the animal, or even just set it to invisible. it allows computer players to admire the player sprite instead of an arrow with eyeballs. but overall a nice little game, good work. usually its a while before people have a character select etc.

  • even just from the video i like it. brings me back to sonic & knuckles, and a few others from the genesis era

  • could it be because its a subevent linked to on start of layout? it could be checking to see if P is being pressed on the start, as opposed to after the layer has started. something worth checking into, but yeah, whenever i switch a layout ill generally stop all music and restart it. you can create a seamless loop with an extra line or 2 of code, where as, every 1 second add 1 to MusicTimer, and on start of layout, play menuMusic from start point MusicTimer. if MusicTimer = MusicLength, Set MusicTimer to 0 (so when it loops it restarts the timer)

  • i assume youve figured this out, but for just a few items you could use global variables, after all, an array just stores variables on an axis. a numerical global variable is a 2 axis array. so you can say, { Player - on collision - item - { Destroy item, add 1 to itemVariable}}

    for this, i suggest you call your item variables '0','1','2','3', etc. you can create a note in your code to remind you what is what

    to show what item is currently selected, create a numerical global variable called 'Selected". create a sprite with all item possibilities. then, you would want your code to read along the lines of {every tick - sprite.uid# - set animation frame - Selected} . to cycle back and forth, you would only have to say, {On left press - -1 from selected} {On right press - +1 to selected}

    from here, you would want a safeguard in place, that would say, if selected < max, set selected to 0. this would create a loop, so once you got to the end you could continue cycling.

    how do i know whether i want to cycle left or right?

    you can make 2 copies of your item sprite, one on the left, one on the right.

    {every tick - sprite.uid# (sprite on left) - set animation frame - selected -1}

    and {every tick - sprite.uid#(on right) - set animation frame - selected +1}

    again, you have that bit of safeguard, to keep from max+1 or 0-1.

    Max +1 is an easy fix, as you just add a copy of your sprite in the 0 slot of your animation into your last frame, and set your max(return to 0) to 1 number less than your actual max frame count(or animation count).

    the 0 is a bit trickier, however, still simple. {If Selected =0,Sprite.uid#(onleft) -Set animation frame - Max

    this shouldnt be too hard to implement, and should only take up 2 or 3 events.

    i almost forgot,

    as far as knowing how many of each item you have

    If Selected = x, set text.uid to x. what this would do, is if Item displayed in middle box is item "1" , the text becomes the value of variable "1" which would be the amount of that item you have, while setting the animation frame in the middle box to match (assuming your frames match your item number variables)

    because you named your items '0','1','2','3, etc, you can use the same variable to call on all instances of the item, from your inventory count, to the frame displayed in your selection sprites. if you were to name your items "hammer" etc in your variables, you would have to code out each one instead of using math, such as selected+1. if you dont like having raw numbers as variable names, id suggest item0 item1 item2, and then call on them as "item"&selected

    its 230 am, so im not my sharpest, i may have overlooked a thing or two, but that should assemble most of a working basic inventory.

  • youre simulating down but only while its pressed. if youre trying for a fade away effect, i suggest just using another variable. when enter pressed set variable to 1, if variable 1 simulate control down

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the_Shit_hawk

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