How do I start buliding my C2 skills?

Get help using Construct 2

Post » Wed Oct 16, 2013 7:09 am

Hello, I'm new here but not to C2.
Because I used to work on the old construct, the one
That had mini-map and gradient tile and so on.(If I remember well).

I actually like C2 but there is a problem.
I just don't know how to build my skills with it.
I already did the Ghost tutorial, as well as the Platform
One too. But I faced developer block while making
A simple game for practice, a character hold a sword
And attack with it. However, the enemy doesn't move when
I attack him. Just like GM when I used to use the
Vel x and Vel y. If I remember well, it's name was
Speed something. Does C2 have that too?
This is the game file.
Sword play test
Control :-
X = atack
Also, AGM or IGM in English, you can set 3 type of collision
One is with tile,another is for Gadgets and last one for attacks.
That's why I managed to make a beat em up like game.
Fight action test
Keyboard control :-
X = Attack
W = Special attack
D = Jump
This is the game, as you see that was a test with IGM.
It has it's limitation and I still prefer C2, because
You have more control over it. I believe if C2 has
Different collision box, controlling the game might become
Easier.

Regards.
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Post » Wed Oct 16, 2013 11:23 am

Well mate, how do you want them to move. Your description what you want to do exactly isn't very clear.
For example you could set instance variables.

Like a boolean "got_attacked" which is set to true when an enemy receives damage.
Then add an event for enemy boolean instance variable is set and do the movement. You can ofc save the id of the attacker as well, then pick this instance to move the enemy toward or away from him.
Movement itself can be done with the bullet behaviour (just attach a invisible sprite with bullet behaviour to enemies instead of giving enemies the behaviour, if you don't want the enemy to rotate into the direction it is supposed to move) or via the event system with the use of dt. Action would be sprite -> set position to sprite.x+dt*x and sprite.y+dt*x where x is your velocity in 1/60 pixel per second.

Collision selection again can be done via instance variables. Just compare instance variables upon collision and run the according actions/function or use families (not in the free version) to separate between different kind of collision behaviour.mindfaQ2013-10-16 11:25:44
Visual Novel 'Engine' in 100 Events
if you ever have to choose between buying Construct 2 on scirra.com or on Steam, read this: Review
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Post » Thu Oct 17, 2013 8:39 am

[quote]Well mate, how do you want them to move. Your description what you want to do exactly isn't very clear.[/quote]
I believe the fight action test example should be clear. Did you try it?
I want the enemy to slide back after I hit him. I want to control the
Ground/Air velocity for the enemy hit state.

[quote]Like a boolean "got_attacked" which is set to true when an enemy receives damage.[/quote]
I already did. I mean it should be clear from my sword play example test.

Alright, I will try the bullet method.

[quote]Collision selection again can be done via instance variables. Just compare instance variables upon collision and run the according actions/function or use families (not in the free version) to separate between different kind of collision behaviour[/quote]
It should work if I want to make a simple beat em up game, but for
More control, It won't be enough. The hit box will change according
To the character state(animation).

Regards.
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Post » Thu Oct 17, 2013 9:50 am

All you are trying to achieve shouldn't be that difficult if you stop thinking in GM terms and start thinking in events, conditions, variables and objects.
Changing the hitbox on different animation could be achieved by a simple:

object animation is playing - set hitbox width/height (or even animation, so you can influence the collisionmask per frame)



I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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