justifun's Forum Posts

  • There's a few different ways to accomplish this.

    Setting up the heart containers.

    One next trick is to create your heart sprite in a tiled background object instead of as a normal sprite. Then you set the width to X times the width of the heart times the number of lives the player has.

    eg: if the heart is 64 pixels wide. Each time you increase the width of the tiled background heart container by 64 pixels, another heart will appear or disappear. (make sure you set the origin point of the object to the left or top left of the sprite so that it will scale properly.

    Subtracting the lives

    Create a global variable called "Lives" and give it an initial value of 3 lets say.

    Event 1

    On start of layout -> Set width of HeartContainer to Lives * 64 (or whatever width your heart is)

    Event2

    (Player) Is outside of layout

    AND

    (system)Trigger once while true

    -> subtract from "Lives" 1

    -> Set width of HeartContainer to Lives * 64 (or whatever width your heart is)

    Event 3

    (system) Lives = 0 -> goto layout "Game Over"

    Voila!

  • Hi Ashley

    gameclosure.com/blog

    Gameclosure is a HTML5 SDK but also wrapper for HTML5 that's i've had my eye on for a while in beta, but its officially open source now, for free AND commercial products.

    From their tech demos they are able to get really great frame rates. I wonder if it might be able to work with exporting from construct? into a format that can be compiled in their SDK?

  • mrspeaker.net/2013/02/14/live-editing-for-game-development

    Dunno if this works for games created in Construct, but i thought i'd post it just in case someone smarter can figure it out.

  • I can't look at the capx right now, but the basic premis is to simply do this.

    Add a variable that becomes active every time the player presses the attack button

    on keyboard pressed "A"

    ->set "attacking" to 1

    ->play animation "attack"

    then in the section that has all of your movement stuff.

    add a condition that only allows the player to move if "attacking" is set to 0

    on keyboard pressed "right arrow"

    AND

    (system) attacking = 0

    -> move player right.

    this way it will only work while not attacking.

  • Check out what I did to create a fake 3D box in this thread

    scirra.com/forum/topic62057.html

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  • Here are all of the tutorials

    scirra.com/tutorials

    Here are examples for similar questions

    scirra.com/forum/topic45416.html

    yes it is possible

    You will need to purchase a personal license ($119 USD) if you want to sell your game, (plus any fee's for using the app stores eg: $100 for apple store developer license)

  • JeZLee

    Check out this page to see how to get all of the badges/rep points

    scirra.com/badges

  • PM'd

  • Check out my post here:

    scirra.com/forum/easy-object-toward-cursor_topic62801.html

    Instead of moving towards the mouse cursor though, you want to change the part in the .capx example, and replace mouse.x with player.x

    and mouse.y with player.y -200 (the -200 will keep the helicopter always flying above the player instead of moving directly to its location)

    then you can play with the movement speed to determine how fast the helicopter moves.

  • change the property setting of "default controls" to NO on your sprite

    then use the following actions to move your character with whatever keys you want

    on key down "w"

    -> simulation 8 dir control "up"

    etc

  • I'd like to try it out too

    mccannf

  • If the player ISNT in the center of the screen, here's another way of doing it.

    create 4 events

    mouseAbsolute.X > player. X

    AND

    mouseAbsolute Y > player.Y

    -> set animation player to "north"

    MouseAbsoute.X < player.Y

    AND

    mouseAbsolute.Y < player.Y

    set animation player to "south"

    etc etc

    Make a event check all 4 locations based on the players postion, top left, top right, bottom left, bottom right.

    then change the animation based on that.

    only 1 will be true at any given time.

  • Wakey

    One non mathematical way of doing it, is to create 4 triangle sprites. One representing North South East West (imagine creating a giant X over the middle of the screen)

    Then use

    On mouse over "North" set animation to "player north" etc

    then make the triangles invisible so you can't see them.

    Here's an awesome sketch

    imgur.com/h1mb2mU

    This assumes your player is always in the center of the screen though.

  • one way would be to create a variable for each gun

    then when the player switches to a particular weapon, you have a section that says

    currentgun = "machineGun"

    -> every 1 second add +1 to "machineGunTime"

    then check which one is the biggest at the end of the game.

    There's a fancier way with arrays, but this is the easiest way to visually understand what's going on.

  • To further elaborate on what vee41 was saying.

    Basically you would create one sprite representing the game board.

    You could vary up the look of the piece, by using a different frame of animation for a different "look" to the piece if it has a variety of types lets say.

    Then you would give it one variable called "visited"

    When you create multiple instances of the board square, each one will then have its own "visited" variable that will keep track of itself

    then you would simply code something like this.

    player is overlapping object "board piece"

    -> set "visited" to 1

    or however your game works.

    then late you could check if its visited by doing.

    (board piece) visited = 1

    -> do this