InDWrekt's Recent Forum Activity

  • There is an action called "Set Angle Toward Position." It takes an X and Y coordinate and rotates your sprite so the right side of the sprite is facing it. Remember, the right side of your sprite is considered the front or angle 0. So, to get your sprite to face where you touch, you pass in the Touch.X and Touch.Y.

  • No need to feel stupid for not being able to figure something out. It takes time to learn Construct.

    Here is a screen shot that should give you everything you need.

    [attachment=0:2p4nxkm0][/attachment:2p4nxkm0]

    It is done using the custom movement behavior.

    I hope that helps and good luck with your project.

  • The answer to your first question is, yes the full DX9 has more functionality but as far as I have seen, Construct Classic doesn't use all the features. The feature set of DX9 in CC is very similar to the feature set in WebGL which C2 uses. Of course, in this I may be wrong.

    WebGl and html5 are far more powerful than you think and can handle highly complex games. Check out games such as Warface and Ballistic.

    As for the interface, give them both a download and take a look. Of course the biggest difference is that CC doesn't have any restrictions where the free C2 does.

  • 1 - Yes and many have been made.

    2 - Yes and there are quite a few tutorials on the site about how to make a multi-player game.

    As for the specs, that all depends on how many events you use, how graphically intensive the game is, how many effects you use and generally how big the final result is. In other words, it depends on the same things as any other game (programmed from the ground up or built with any other tool) depends on. Because Construct 2 is originally an html5 tool, the final package is meant to be extremely light weight.

    As for the edited question, see the previous paragraph. Remember, Construct is a tool. It can be used to create just about any type of 2D game you can imagine. But, a tool is only as good as the person using it. A person using a tool improperly can always create a bad product no matter how good the tool is.

    As for the choice between CC and C2; C2 is far more powerful and has a lot of great features. Not to mention the larger number of platforms it supports. If your question is between the 2, the answer should be a resounding C2. If you are concerned because it was originally created to make html5 games, just take a look at all the export possibilities and you will see, C2 gives you a lot of options now.

    Finally, since C2 has a free version, why not give it a try? That may help you make your decision between the 2. The interface isn't that different. At least from what I remember as I haven't used CC for a couple years.

    I hope that helps answer your questions and good luck with your project.

  • This usually happens if the default animation event is below your desired animation in the list and all conditions for the default are met at the same time. You can test this by moving the event for the balloon animation below the default animation.

  • Have you tried using the "Is outside Layout" event and inverting it?

  • Yes, making your character speak is just like adding any other sound. It isn't too demanding, nor is it difficult to set up. All you have to do is, set up the event that plays the sound. I assume you already saw some tutorials for adding sound but if not, read through this:

    https://www.scirra.com/tutorials/181/ad ... ners-guide

    If you are trying to animate the character so it looks like they are speaking, you simply need to trigger the speech animation when you trigger the sound. I haven't tried it yet but, I think it looks pretty difficult to get a lip sync effect so, you may just want to keep the animation generic. Just a suggestion.

  • For the every x seconds, you should add a variable to the layout storing the start time of the layout and do every x seconds after the stored time, not the game time.

  • Do you have any second party plugins? As stated by Ashley in:

    https://www.scirra.com/tutorials/82/upl ... rra-arcade

    The arcade doesn't support plugins.

  • Tom

    First, Happy Birthday Tom. I noticed in your profile that today is your birthday and wanted to wish you a good one.

    Now, down to business:

    Tom Kyatric

    Please visit http://www.scirra.com/me/badges this should attribute the missing badges.

    I have been trying to get some missing badges attributed to my account for a while. I like the badge idea and think it shows loyalty and experience when a user works to earn them.

    Earlier today, I decided to follow the link above again to see if I could get credit for the missing badges. At the time, I showed 63 badges on my account. After opening the recalculate page, my badge count dropped to 48. Instead of being credited the missing badges, I lost 15 badges and about 900 rep. I am including screen shots of before and after:

    Before:

    [attachment=1:34ymhw1o]Capture.PNG[/attachment:34ymhw1o]

    After:

    [attachment=0:34ymhw1o]Capture1.PNG[/attachment:34ymhw1o]

    Of course my main reason for this post is, to get credit for the badges I have earned.

    Second though, if users come to this topic to find out how to get credit for their missing badges and wind up losing credit for badges earned, you are going to lose a lot of loyalty.

    Tom

    You may want to remove that page because I really don't think it is working properly

    Kyatric

    You may want to remove the link or, at the very least, add a disclaimer letting people know they may wind up losing badges by following it.

  • To really understand what is going, we would need to know what "strange things" are happening. However, here are a couple things to look for.

    Are you using global variables that get modified in a previous event? Global variables persist between layouts.

    Are some of your events in the layouts referencing ticks passed? If they are, many ticks have already passed in the system by the time the layout starts. This could cause items in the layout to be in a different state than you expect them to be in.

    I have found it is always good to have an on start of layout event to set everything to the beginning state for that layout. Simply added this type of event may fix the problem for you.

    I hope that gets you what you need and, good luck with your project.

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  • You could have a scaled down version of the level that fits into the screen behind the actual level (or is set invisible) but always stays in frame. The pathfinding behavior could work on a single pixel representing a character. Then, calculate the position of the characters according to the position of the pixel. It would be something like a mini map where you calculate the position of a symbol off of the position of the character but in reverse.

InDWrekt's avatar

InDWrekt

Member since 19 Sep, 2011

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