can I do this in construct questions

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  • I'm experimenting with controls and I have some questions.

    Can I do something like this in construct.

    in a platformer Game Say when you hit Q selection to cycle through all enemies. so they become highlighted and act as spell targets. basically cycle "target lock" through enemies currently in view.

    if its possible what hints can you give as to what is best way to accomplish this?

    the only one I have ATM, is to zigzag small sprite on screen and stop it on first enemy it collides with. but I don't know how to get ID of sprite it collided with

    Second question is Can I make context sensitive Radial menu ? I mean when you click on something radial menu will appear, and its buttons will change depending on what you clicked.

    third is general question about targeting in platformer's, are there any games that successfully use it? and what is name of that game or what technique they use?

    thx in advance

    EDIT: should I have opened this topic in General construct forum ?

  • in a platformer Game Say when you hit Q selection to cycle through all enemies. so they become highlighted and act as spell targets. basically cycle "target lock" through enemies currently in view.

    if its possible what hints can you give as to what is best way to accomplish this?

    Here's a targeting system example:

    http://files.getdropbox.com/u/529356/ta ... system.cap

    Move with arrows, hit Space to switch targets. The possible targets are recalculated each time you hit space, and the player cycles through to the next target number. If the current target number is higher than the current number of targets in view, then the target number is reset to 1.

    [quote:2qt3m96a]Second question is Can I make context sensitive Radial menu ? I mean when you click on something radial menu will appear, and its buttons will change depending on what you clicked.

    Yes. And you would do that pretty much how you said... make a gui sprite with some button sprites and hide them until you click on something. Have groups or sub-events that populate the correct buttons based on what kind of object you clicked. Just go ahead an give it a shot, and if you're having trouble with a specific part then go ahead and ask for help.

  • It's worth noting that if you can envisage it, and it's 2D, you can do it .

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  • THX!

    targeting system looks like just what I'm looking for, I can use this on family right? Enemies Family so it can cycle through many sprites instead of instances of one. I'll try this out, perfect chance to experiment with families never used them before.

    [quote:29lggx9n]Yes. And you would do that pretty much how you said... make a gui sprite with some button sprites and hide them until you click on something. Have groups or sub-events that populate the correct buttons based on what kind of object you clicked. Just go ahead an give it a shot, and if you're having trouble with a specific part then go ahead and ask for help

    I'll try, I guess it's mouse behavior on Gui sprite, image points for button spawn points, and system that will store and show the possible buttons for objects, looks like some busy eventing

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