How to make and name save game slots. In this tutorial we'll see a method to create a "Load Game" layout and an in-game screen for saving/loading with more than one slot; using Web-storage and an array.
Probably there's a better way to do it, but this way works perfectly. Lets start: First the objects we'll need: 1. At least one button for saving. 2. 3. 4. 5. 6. 7. I use a "global" event sheet where I put the code that I use in every scenario, but you can do this as you wish. We'll need that when a key is pressed, the screen changes into another with all objects.
Making an Interactive Treasure Map. In this tutorial you'll use effects (and other stuff!)
To create an interactive map that reveals locations only when the player has "discovered" them. Location hotlinks take the player from the map to corresponding levels. Each time a level is completed a new level is unlocked and revealed on the map. You can use this in adventure games or as a level loader for almost any kind of game. The project can be created with the free edition of Construct 2. The graphics used in the project, along with a completed version of the project (created using Construct 2 Release 93) can be downloaded here: TreasureMapTutorial.zip If you have trouble working with zip files, here is a link to a version of the .capx file saved with Construct 2 Release 95.
Turret behavior - Construct 2 Manual. The Turret behavior can automatically detect objects within a certain range and rotate towards them.
It optionally includes features to determine when to fire, as well as predictive aim. For examples of the Turret behavior, search for Turret in the Start dialog. How Turrets work. Pin behavior - Construct 2 Manual. The Pin behavior positions an object at a relative distance and angle to another object, giving the impression it has been "pinned" to the object.
For examples, search for Pin in the Start dialog. Homing missile - Scirra Forum. How to make a gravity-based platformer. There has been a bit of interest and intrigue about how I made the gravity mechanics in AirScape.
So I have decided to write my first tutorial on how I did it, and show how simple it really is. The first thing I must say, is that this method was conceived by Yann Granjon. I did not come up with the idea, I simply implemented it. Physics in Construct 2: The basics. Construct 2 includes the Physics behavior, powered by Box2DWeb.
How to make Talking NPCs! Ever wanted to make an RPG, but couldn't make an NPC?
Well, This is how I do make my NPCs! First, you need to have made the player, and an HUD layer. Then, put the NPC in the game. No behaviors. BUT, you need to give it one instance variable. This will tell if you have talked to this NPC already, like if the NPC gives you an Item, you don't want it to give it OVER and OVER! Then in the HUD layer, add a bar and text on the screen like this: Do you see the NPC on screen? "System ==> Compare two Values ==> distance(Player.X, Player.Y, NPC.X, NPC.Y) Less Or Equal to 200" How to make a Platform game. Jump-thru objects If you place some tiles around, you might notice if you jump in to a tile from underneath you hit your head on it and fall back down.
Asteroid clone in less than 100 events. 4 - Audio System Audio..° The user can choose if he wants sounds or not (turn it on/off)..° Music in the background, changing each wave..° Sounds on some actions (asteroid hit, asteroid destroyed, asteroid in collision with ship, wave end, ship movement, the player presses "return" in the "menus") The audio system is spread accross the project.It heavily relies on the "Audio" plugin.
(be sure to read the manual entry, as well as the entry about sound and music. Building a platform game - a beginner's guide. Wrapping it up That about finishes this first part of the tutorial - except that we'll do one more thing to make the game easier to play: I guess you've noticed that if Tim happens to miss a landing, he falls (that's another behavior that you get for free with Platform objects).
If there's no floor to break his fall, he keeps going down and down until he's out of the layout altogether. To save having to run the layout again in that case, we can bring him back in again from the top (no doubt at the expense of a decline in his health, if we were scoring). Here's how: Condition: Player -> Is outside layout (under 'Size & Position')Action: Player -> Set position -> X: 370, Y: 100 That's enough to make him fall down and land on the bottom floor - but unless we also change the PlayerImages animation, he'll still appear to be falling even after he's landed. First, add the main event: