lionz's Forum Posts

  • Well you're in luck as there is a new feature called Z elevation which might be useful in providing an illusion of jumping, it allows an object to change its Z so it looks like you're jumping towards the camera, or platforms are lower in the space :

    Z elevation

    The instance's elevation on the Z axis. By default the camera is at Z = 100, and looking down to Z = 0. The default Z elevation is 0. Increasing it will move it upwards (towards the camera) and decreasing it will move it downwards (away from the camera).

    youtube.com/watch

    If you don't want to use this, you would just mimic it with an animation and scaling the character.

    In terms of dodging projectiles you would have a state where player is jumping on a jump key pressed, not like in platform behaviour, for this you would have to create your own variable isJumping and toggle it on and off. Then you would say when player isJumping, disable collision on the player. This would mean that enemy projectiles no longer touch the player. You could also do it the opposite way, projectiles do damage or explode if projectiles overlapping player and player is not jumping.

    As you are unsure of the design yourself I guess that makes sense why the original post is confusing. To have a 2D side scrolling beat em up combined with a top down 2D RPG doesn't make too much sense. But the information above should help you to mimic jumping from a top down view.

  • Thanks for explaining the game a bit more, so you just need to create a solid object to go where the green is displayed. It doesn't do anything it's just a solid sprite that you position there. For the score you can create an invisible object that stretches across between the two solid sprites and say ball on collision with object, add 1 to score variable. This will mean when the ball collides with it and drops into the basket you gain +1 score.

  • If it's a basketball net it shouldn't move right? :P You can use the pin behaviour to pin it to the basketball net sprite. If you are using the object purely to detect a ball hitting it then I don't think it will matter too much.

  • You can create a separate object to cover the green area and make it solid, will that work?

  • If an object is made up of several objects you are meant to use 'containers'. You put the 2 objects into a container and when you create the base, the unit is also created with it and they can be picked together. It is the same as if you were to create a tank made up of a base and turret and want them to move together. If it isn't like this then please share more information about the game.

    construct.net/en/make-games/manuals/construct-3/project-primitives/objects/containers

  • It's difficult to tell what purpose a jump mechanic would have in your game. In the kind of game you're describing it would be a jump animation for the character with the shadow included in the animation but in those kind of games, you don't jump. You could do something like move with 8-direction or the tile movement behaviour in a direction and play the animation.

  • Every time you die, add 1 to a global variable.

  • Have the button triggers in an OR block, then create a sub-event (S) for the boolean=false.

  • It works fine with your own custom button i.e. a sprite. The button object is a rebel and does its own thing.

  • You can't highlight the words inside the one text object and the click is based on the collision box of the text object. You could probably create an object on top of the word so it looks like you are clicking it but that would only be if its position is known as I don't think you could detect the location of the word in the text object and set the other object position to it.

  • Maybe it's because I've been playing too many hypercasual games but I didn't find it fun. Everything about it was very slow, even level transitions and death animations. I got the impression whoever made them really liked them and wanted to make sure we looked at them a lot. I understand that if it was faster then switching directions would be even more frustrating to get right so I guess it's just a game for someone with a lot of patience.

    It felt a bit nicer when I gained the power up to draw 3 lanes at once. But even if you have patience I don't think there is any incentive to go back and roll over 100% of the land, I just wanted it to be over. There are some nice ideas, I think maybe they would work well in a cleverly designed multiplayer game where you take over the land of an opponent or something. Well you completed a game so well done :)

  • Yeah sure, I made an example capx for you here.

    dropbox.com/s/pwdor687mfn6oyo/grow.capx

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  • I made you a capx example with a function so that you can drop in your own values. I added a brief timer as a pause between animation restarting but that was mostly for testing purposes.

    dropbox.com/s/3rcumkdi26e6bil/mining.capx

  • Import it into Construct 3?

  • What you described is pretty much the solution. Each stage/size of the plant should be a different animation. Each animation is a looping plants blowing in the wind animation. As the plant grows, based on a variable or time, you set the next animation. You can also start the next animation 'from the current frame' so it doesn't pop back to the start of one animation and look weird.