TELLES0808's Forum Posts

  • You may do it by the easiest way.

    • Make the head and 2 or 3 body parts;
    • Set the origin point of each image to be at bottom or right, or left, or up, but keep the same for all of them;
    • Add a new point on the opposite side;
    • Set their X and Y origin to match the second point of the sequenced body part, example, the first body part will pin to the head, then, ahead;
    • Make a number instance variable for the body parts and call it by "ID";
    • The body parts and head on the canvas, you'll set their ID manually, but each time the snake eat a apple, you'll need to add one to the ID count and set to create a new body part, attaching it to the body part with the ID-1;

    You can improve it by doing a tail on a new frame animation for the body parts, and checking if it's the highest ID, if so, change its sprite number, also, make the animation speed to 0.

    For more information, please, read this tutorial, it may help understand how to get a specific item on the canvas and for future projects! =]

    scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

  • How you move your bike? by clicking?

    you can reproduce movements without any behavior, by just updating their own X and Y.

    If so, just make a instance variable for the player bike and then check how click by second the user is doing. Add it to a math to multiply the mouse count by the dt and divided by the time_count (you can use the time_count of the canvas or make another instance variable, where will be updated every second, for example).

    You can make it by many ways.

    If you still needing help, and I think you'll earn something with it, please, read this talk: scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

    Plus, if you still needing help, place a CAPX with the minimal code and objects here and We can make the deal for you.

  • Also, if you really need to use the solid behavior, pin it to the player.

    You can see it in live and working, plus, download the CAPX, just clicking on my signature.

  • I would like to suggest C2 maintain the last location of the exported folder, because it's a long, long path and every time we leave the software and come back (or it crash) we need to click and click and click again. It's okay if you do 2 or 3 times, but is very expensive in a long day.

  • I think this read can help you: http://www.scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

    Plus, you have to deal with instance variables. Make one instance variable for each individual object you want move separated.

    By checking their ID, only the designated ID will go ahead with the code, and if more than one have their conditional meet, they will have separated instances working in parallel.

    I can't think in other phrase than "encapsulating the event" for this type of solution ^^

    Feel free to ask more, or share your CAPX and we can make the deal for you.

  • <center></center>

    • Without much ado, this is a work in progress;

    Alpha Stage:

    Click Here

    Releases:

    R001 - 2012/09/01 - Alpha Stage launched officially on Scirra;

    R002 - 2012/09/02 - Two new Tutorial level added;

    R003 - 2012/09/03 - The final art of the Earth was done;

    R004 - 2012/09/04 - The final art of the destroied earth was done.

    R005 - 2012/09/06 - Small changes on game-play and a new tutorial section.

    R006 - 2013/03/23 - Updated the code to be compatible with the C2 changes. Implemented the fight system poses, Right click or double touch the screen and discover how to use them while I'm doing the Tutorial for this step ^^

  • I think it can help...

    scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

    You can simple make instace variables and conditions where only the instance variable of that specific object can meet.

  • I saw a game before, made with C2, a spaceship cutting the earth to go ahead, but didn't found it anywhere. It was 1 year ago.

  • Not possible, unless R0J0hound knows some magic with the canvas plugin.

    Nothing is impossible...

    scirra.com/construct2/demos/cant-turn-it-off

  • nice site, thank you for sharing =]

  • do global object instance and call it as "Pause Button". Make a specific event sheet for the pause function, place the button on a layout (you don't need to care about this layout, it's only to create the instance on the runtime).

    On the event sheet, make it create the button where you want, then, make it become invisible with events and make some event keys to activate the visibility.

    Call the event sheet on your stage event sheets.

    Well, that's it, if you need more specific description, you should share your CAPX, so, We can make it for you.

  • Share the CAPX and I'll be able to make it for you.

    here is a little sample: scirra.com/arcade/example/1762/simple-rpg-movement-system

    Download the CAPX to see the comments on the code.

  • impressive, good work!

  • Disabling an instance would cause it to become invisible and not be effected by any events until it is enabled again.

    It can be made using simple events.

    Make a Boolean instance variable called ON_OFF inside the instance you want disable.

    Make all the events for this instance check if the variable is ON, set it visible, so, when it's not ON, it'll not reproduce any of the events nested in it.

    Also, make a new event checking if the instance if OFF, when OFF, set it invisible.

    It will affect each instance individually, and only the instances with the variable ON will be affected by the events.

    For more info about how instance variables works, please, read this single tutorial: Understanding UID, IID, Health of Enemies and Rocket smoke trail.

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  • Sorry to res this one, but you can tell I used the search function. Rather than spin, how much would it hit performance to have the initial direction of the particle change? I have smoke from a volcano, and each particle looks the same. If I could add a spin to just the initial particle, it would make each one look different.

    This possible?

    As said by Ashley, you will need to do it using a custom event system. Make a spawner instance, and shot the smoke particles as bullets, then, you'll be able to reproduce anything you want.

    The particle feature is only for simple things, because using thousand of particles with several changes happening for each particle can make your game unplayable.