lionz's Recent Forum Activity

  • There are lots of ways you can do it. This is another way : https://dl.dropboxusercontent.com/u/495 ... rols2.capx

    Here you assign player 1 a character and set the anims corresponding to the character and player 1 always has the same controls.

  • There might be but I do it this way, especially for the controls. I don't see any reason to look any deeper into it because the premade behaviour handles everything.

  • Yeah under pathfinding behaviour if you disable Diagonals then they should just use those angles.

  • I would take the for each EnemyCntrl out of the nested loop and have a separate event, on EnemyCntrl created > set type to random (0,2) but that's just me.

  • Yeah we can do that, I just wanted to make sure the layout scale was good enough. Put the green bit on its own layer that scales. Everything else put it on a layer with scale rate set to 0 and it will be unaffected when you use layout scale.

  • Does system layout scale work or are you looking for something else? I'm no artist so you might be looking for something specific.

  • When I'm doing controls it's as simple as that : https://dl.dropboxusercontent.com/u/495 ... trols.capx

    I also added a character select so you'd see how I would start with the basics of picking a character.

    You don't use families for this but I've added the two events underneath to show how you could use families, i.e. when any character's health is 0 then destroy, this saves you from typing out when wizards health is 0 then destroy, when knights health is 0 then destroy.

    The setup of the controls is really based around how your game works. If player 1 selects wizard, the wizard will spawn OK but which controls are they using, is it always the same set of controls for player 1 and player 2? It's easy to set up with player IDs.

    Regarding the last question, that's for you to decide I guess? You said it was local co-op so I guess the controls are set to certain buttons.

  • It's because you're using conditions for objects that haven't been created yet. I would use a global variable to block the players from buzzing.

    https://dl.dropboxusercontent.com/u/495 ... wedit.capx

  • Sorry every tick might make it smoother, how does that look? I just slowed it down so you could see the zoom.

  • I answered an identical question to this here :

    The 'Persist' behaviour will work for allowing objects to remain in the same state they were before, including instance variables etc.

  • In its basic form, every 0.1 seconds > set layout scale to layoutscale-0.05 would zoom it out slowly. So it's layout scale basically to scale things up or down and make it appear as though you are zooming in/out.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I would just set up 4 lots of controls and if 1, use control set 1, if 2, use control set 2 etc, where 1, 2 are just player IDs. Whether the players are separate objects or 4 instances of the same object you can still assign a player ID or maybe even use UID. Families are not going to work here because you're trying to apply controls to different things within the same family instead of all but it's fine as you don't really need them. Families will be useful though for cutting down on the events for taking damage and the gameplay things you listed etc

lionz's avatar

lionz

Member since 5 Aug, 2013

Twitter
lionz has 73 followers

Trophy Case

  • 11-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • Unrelenting Visitor Visited Construct.net 180 days in a row
  • Continuous Visitor Visited Construct.net 365 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

24/44
How to earn trophies