Quick and simple example of a RPG style health bar. You know the type – max health goes up but the health bar always stays the same length. For this example the health bar will follow a box that has the platform behaviour.
See the example in action HERE
Download the Construct 2 CAPX HERE
If you like the example please leave a comment or rating it only takes a few seconds.
**EDIT – Seems the textboxes that allow you to change the values in the example are broken, they do work when previewing from Construct 2 though.
I’m back! Well at least I think I am. Anyway here is something of a first. A Construct 2 tutorial.
So here’s an example of water in a platform game. Water is handled differently in most platformers this example is just one way you could add water into your game. Example is commented so should be easy to understand to any new to Construct/Construct 2.
This being a Construct 2 tutorial you can play the example in your HTML5 browser HERE
SHIFT – Jump (when on platform and watertop)
LEFT ARROW – Move Left
RIGHT ARROW – Move Right
UP ARROW – Move Up (only in water)
You can download the Construct 2 CAPX HERE.
That’s it for now hopefully I can get back into the swing of making some new tutorials. I think I’m going to focus on Construct 2 tutorials from now on.
Sorry about the lack of updates but time has been in short supply recently. I’m hoping to start some new tutorials and examples in the next week or so. So stay tuned.
Just a quick example of how to create a Zelda like heart health bar using a Tiled Background. The example is un-commented but is really self explanatory. Just use Left Mouse Button to subtract from health and the Right Mouse Button to add to health.
A new tutorial, a little late, but better late than never. This time it’s a simple counter that counts up or down in milliseconds, “so what” I hear you say, but one that actually displays in hours/minutes/seconds. This example is un-commented as I think it’s mostly self explanatory. The example covers the following:
- Global Variables
- Math Functions
- Appending Strings
- Edit Box
The example is aimed at a beginner in construct as was created in Construct 0.99.97.
Another quick tutorial. This time for Lucid’s wonderful, but often miss-understood SpriteFont plugin. The tutorial covers most of the plugins features and is aimed at anyone who hasn’t used or has had problems with SpriteFont in the past.
You’ll need Lucid’s SpriteFont plugin – DOWNLOAD
Here is the forum post on the Construct Forums – VIEW
And last but not least the tutorial itself – DOWNLOAD
Another new tutorial for you guys.
This example shows how you can use an INI file to store your games information. If you are not familiar with INI files there is a quick explanation in the comments in the cap. The example covers the following:
- INI Object – Writing & Reading values (also INI file structure)
- Global Variables
- Changing a Sprites colour
- Edit Boxes
- Button Objects
- Dragging Sprites
- Rotating Sprites
The example is aimed at a beginner in construct and was made in Construct 0.99.97.
Hey everyone! Another new tutorial for you all.
This example is a simple level editor (no saving yet) that uses “Bitwise” numbers to automatically tile the level for you. That means you just concentrate on placing basic blocks in the level editor and the editor will tile it correctly.
The example is based on this brilliant forum post on TigSource by Salt. There is also an expanded version on Salt’s blog too that can be found here. Before opening the example I suggest reading through the post as Salt explains how this works 1000 times better than I ever could. This method is the same as how I was automatically tiling the Cellular Automata levels in Conway.
This example is suitable for beginners and more advanced users and covers the following:
- “For Each” Loops
- Keyboard Controls
- Layer Visibility
- Snapping a “sprite cursor” to a grid
- Placing Objects
- Checking for collisions at offsets
- Private Variable
- Trigger Once
More information and the download link can be found in the full post. Read the rest of this entry
New tutorial for everyone. This time we’re going to make a simple cave/dungeon generator. It is based on this example by subliminal on the TigSource forums. Basically the generator picks a random direction either left/right/up/down every tick and creates a “floor” at the current position. The example covers the following:
- Random Numbers
- “For Each” loop
- Placing tiles
- Checking overlapping objects
- Zooming the Layout
- Sub Events
- Keyboard Controls
The tutorial is aimed at beginners and more advanced Construct users and was made with the current stable version of Construct 0.99.97. The download link and some screenshots can be found in the full post. Read the rest of this entry