CairoCreativeStudios's Forum Posts

  • scirra.com/manual/107/ajax

    That should get you started.

    Thanks, I was a little slow in my reply."

    You see, the great thing about creating applications for PC, you can also integrate them in websites. So, if you create a word processor, you could also make it for web use.

    Construct is all you need for these things, you just need experience using it.

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  • This can be done pretty simply, but please explain in full the complexity of what you're wanting to do, I may be able to help you in getting it figured out. I'm actually using a lot of functions like that in my own game, consisting of fully functional logging in of users, uploading of information, custom characters, custom maps, etc.

    Construct 2 is a very versatile engine if you know how to use it.

  • Ohhhh...ok I got it working now. What I was missing was the event object is outside layout --> destroy, without that my enemies kept spawning on layout.

    Thanks bros.

    If you want to make your life a little easier, there's also a behaviour you can apply which does this for you.

  • Oh and if you want Construct Classic, here's the SourceForge download: http://sourceforge.net/projects/constru ... e/download

  • In my experience using cocoonjs as export is much better and convenient. It gives better performance. You can check my game for reference

    Link : - play.google.com/store/apps/details?id=com.jj

    I would agree, but Crosswalk is also a nice one too if you want to take that route. I use Crosswalk for my games and don't experience much of an issue in performance on most devices, but it's a known fact that CocoonJS performs better.

  • In the layer tab at the right, add a new layer and call it "HUD". Whenever you select your "HUD" layer, you'll see it's properties on the right. There will be a parallex option for both X and Y, just change the values from 100 to 0 (and you'll probably want to do the same for Scale Rate). Finally, right click your health bar and move to layer "HUD".

    But, if you're making this sort of thing, you should take a look at this:

    https://www.scirra.com/tutorials/594/bu ... erface-ui/

    This provides a method of making a HUD that you can apply to multiple Layouts, so if you're making an RPG game you will be able create on layout for HUD that you can quickly and easily apply to every level in your RPG game.

  • Are you trying to ask if the multiplayer is crossplatform (or everyone plays on one server), then yes, if you set it up this way. The only reason you wouldn't want to be the case is A. The devices have different versions of the game, so they don't function the same way, or B. They device you ported it to doesn't allow this. (For instance, if you port to Wii U, I'd assume that it'd be in part of the agreements when porting to it that you don't do that, ESPECIALLY if it can be played on competing consoles), but that's about it.

    I actually haven't testing on mobile, but I think it should work. I don't see any reason why it wouldn't, judging by the way it works. If you wanted, you should be able to port the game to every device Construct 2 can offer and the multiplayer should still work the same.

  • I know it's been years, but you've just saved me from an extra hour of work, thanks a lot Pode!

    I'm making a very complicated system of multiplayer and wanted to be able to use Base64 as part of it (uploading custom characters) And now I can!

  • Okay, I could do that, but before I do, what I'm saying is what you want, right? A rope that is physics based and an example of an enemy grabbing it? I hope I wasn't confused by your original post.

  • Actually, if you want integers, you want: int(random(1,5)), or you can use choose(1,2,3,4). The manual explains the subtleties of the two random() commands.

    https://www.scirra.com/manual/126/system-expressions

    Oh, and you can always use round(random(1,4)) as well. I had no idea there was a choose() function though, thank you!

  • Follow the pin rope style example inside Construct, but change the bottom object on the rope to have applied physics. By doing that you can create a really simple rope, and then you can handle the testing of if an enemy touches it after that.

    If you'd like an example, I could post an example project.

  • If you're using the physics behavior you can't actually change the angle of gravity, but you can replace gravity altogether. If you wouldn't mind it, you can actually change gravity to either an impulse or force acting upon the object and use a variable as it's angle. So whenever the player triggers the switch, the impulse/force angle will adjust according to that.

    You can then change the angle of the sprite to the variable you used for the angle of physics.

  • random starts from what you want it to and ends where you want it to. What you want is "random(1, 4)". This will give you a number in between 1 and 4.

    • Post link icon

    For what it's worth... it works swell for me. And as Kyatric says, it works... but you don't really need a URL per se.

    Just upload all your sound files to the media folder. This folder must reside as a subfolder in your project. So even if you have not imported any sound or music into your project, you can always create it on your server. As to the sound files you put inside - it's best you convert them to both ogg and m4a format.

    As for coding, just use the "Play (by name)" action and key in the filename without extension.

    Voil?!necromaster2013-04-24 09:46:43

    Is this actually tested and functional? I'll have to try it myself.

  • C2 is the most brilliant and intuitive tool I ever used. And the more important: the main focus is on how easy/quick it has to be for everyday usage. You know how much I love it.

    Totally agree! Construct 2 is probably the best tool on the market. Who says you can't make big projects with it? What Construct 2 does is draw in bigger teams and small ones, allowing single people to design games on their own, or big teams to deliver games much larger than what's typically possible. To me it almost seems like people automatically assume a tool is bad whenever they notice that it's easier than something else, but this engine definitely deserves a lot more notice than what it's been given, and you've got it my friend, you're game is one of the lights it's been searching for to pull it out of that. I can't wait to be able to test out your game! It looks brilliant!