Aher0's Forum Posts

  • This function helps alot with alot of things.

    Shy of knowing what you want to click on, are they in fixed positions?, edit the sprite hit box individually.

    You can have various sprites count as the same object with "family" (set this up in the family file, on the right with projects/(layouts but not layouts)

    Add a family. And on click, use family not sprite, just have the sprites all belong to the same family for the same effect on each

    If the problem is something moves over it. Just have on click and is not overlapping sprite.. (sorry)

    If I'd be interested to know other ways to resolve this

  • I got told it's better to make things big, then have a larger layout size, things will look better.

    Obviously if you have a sprite at 250,250 and on the layout enlarge it, it will effect

    The resolution. Shrinking it can be ok.

    Also you can set the project to "point" which will give a sharper look to edges

    The window size is like a scale out option. Like on text, if you zoom in it will appear larger, but you can set the writing smaller, not sure to what extant you can zoom. And text is limited to 8 (that I've found)

    If your making a spore like game, but on one layout, where it zooms out for the next evolution. I would be interested to see how this goes. But youd be better to have difforent layouts for further zooming to cut down on laggingI doubt with 2d graphics it will make much difforence

  • Have a hud layer and have the two buttons, set it to invisible. Have the sprites with the scroll to behaviour and a booleon.

    On double click sprite, set scroll to behaviour enabled, the booleon to true, and set hud layer visible.

    This should zoom onto the chosen sprite, and the hud (set it to 0,0 for the paralax) should have the buttons open next to the sprite.

    Then on click button, pick the sprite where the booleon is true, and either upgrade it's variables, or destroy it

    Alternatively, you could spawn buttons at position sprite.x+40,sprite.y

    And spawn the other at sprite.x-40,sprite.y

    You would still need a booleon. The first option just saves you from destroying buttons.

  • Got a few ideas for cut the rope, but I'd have to try them first.

    Not sure how your doing the dash, 1 option I used was have a bullet behaviour, and then compare distance travelled, just disable bullet.

    Trouble is setting the angle of the bullet, and having the sprite upside down on left...

  • I like to see it as a rule of thumb, needs 2 shops, 1 hotel, 1 pub, then 4 houses are needed for the workers. A central point (like a fountain or statue) and water, somewhere, even if it's a well as the centre point

    Then extra houses as far as plot is concerned.

    Even the smallest town needs to look like people live there. And ironically small towns have farms, garden, temple

    Bigger the town, the more unaccesable houses.

  • Aphrodite

    Just got to say, this is a FANTASTIC solution. Never thought about that

  • Couple of ways, easiest is path finding.

    Give the npc 4 variables, 2 are its initial position. And for each npc on start of layout set these to its current coords.

    The easiest way to find the coords it wants to go to, are place it there, and copy it's numbers.

    However, an alternative method would be to have lots of tiny sprites littered around with a variable that relates to the npc who is walking between them. On start of layout, for each npc, pick the nearest sprite with the same variable number. Find path.

    Then npc on arrived, pick furthest sprite with the same var no.

    This method is good as it's like 2 lines of code for all npcs. All they need is corisdonding variables. Good luck.

    (Note* you can have pick random sprite for a more sporadic movement)

  • I guess I was writing in responce to the topic name sorry. I may have been clubbing lol.

    I made league of legends (ok I got stumped on ai for champions) and the minions needed to go top mid and bot . To do this, on created at the nexus, i assigned them 1,2,or 3

    If 1, i had a sprite in the top left to pathfind too, on reaching it, they would go towards enemy nexus (base)

    On route they would stop when targeting. this isn't randomized in the slightest. Sorry.

    I see what your saying sorry, getting carried away. .

    If I wanted one path, I'd fill the map with blocks, and randomly place the base. Have the base spawn a larger sprite. And each block it overlaps needs a variable set to 1.

    Next. Pick 1 block that =1 and spawn another large sprite over it. (This sprite may have to be a plus shape to avoid diagonal blocks. )

    Set the next wave of blocks that are overlapping the checker to 2. Pick one block =2. Spawn checker.

    This can be done In a loop, where the given value = the GV, and after its done, add 1 to the gv. You may want to consider setting all blocks next to the destroyed block as walls, using a booleon. And on checking blocks. Only pick one that has a false booleon. or only change the variable on a block if it =0

    If you want real randomness, just continue until you reach the spawner . But it may be easier to have the player set a path distance. And when a block variable= path distance. Spawn the spawner, and destroy the final block and stop The loop . Multiple paths could be interesting..

    Hope thats clear? No images to send sorry. It's the easiest was I could think, otherwise you could make random shapes and just destroy the blocks it overlaps.

    There's a more dificult way to connect two objects, but programming is about finding easy ideas to solve hard problems.

    You could also have a driller that enters the level first, and maybe give the player slight control over its random path making, prior to the game. just destroys randomly as a slow bullet that changes direction after it destroys block slightly, like rotate random (-30,30) +5' towards base. after a set time, find the path directly to the base, and destroy it, then start the waves.

  • My idea is having a soul society, where you go in as a noob spirit, starting in the slums, as you improve you rank up, if you are a good rank, you can go to the city, later join a house, later a squad, becoming a captain eventually.

    So far I've got an ok city, with a couple of missions. The point being each mission scores you points in a certain field, ie str, range, defence

    The jobs are optional, and abundant (repeating things like fending off bandits/tricking them/ stealing from them) or collecting goods for shop keeps.

    Eventually, when you join a squad, you can pay down your boring knife/sword/ bow (scrub weapons) and get your hands on a zanpukto!

    Now, the problem is I need a ton of ideas for difforent skills for shi-kai !

    And some way/grid /chart, to allign the skills.

    By this I'm open to suggestions.

    I was trying to use 4 selection boxes.

    1 for type, like att def hadou

    1 for skill, like ranged, explosion, shatter

    1 for effect, like poison, disorientate, burn, trail, lock on

    And 1 for ..Ok Can't find my book.. but it's not a full idea. Ideally, it have 4 home made skills, and depending on how you play, you get difforent types added to the list for you to mess around with.

    For example, getsuga would be 1att 2range 3explosion, 4continues/charge

    (High in damage, long-range leaves explosions as it travels, and need to charge (more power)

    Also senbonzakura would be 1deff 2shield 3split 4lock on

    (Its a shield that circles you, and breaks apart to form more, it locks on when in range)

    Rukias sword, would be attack range lock on and charge..

    You get the picture, i wrote this out and made a trial so sorry I'm writting poorly.

    Id love to know what people think of this idea, any new ideas, and story ideas.

    The town is working, the talking system is ok. Weapons are a bit Zelda style and obviously incomplete. And a lack of graphics ouside of circles path finding around randomly

    The buildings are with layers, higher the layer, the more opacity. Hoping for some upstairs rooms in houses.

    I have a few other projects, but if this receives good response, maybe we can make something tidy

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  • Lol, i saw Charlie sheen music video... I ended up making a line snorting game, hammer space to sniff, then click and drag the tools to sort a new line, had ideas on time limmit, or a hazzy effect. But the idea quickly got old aha

  • Easy! Have an image point behind the car, spawn the pixel at the image point, so it doesn't cause collition problems

  • Ooh, i see. Potentially pin sprites rope style?

    Ooor, just a thought , dont use a paddle, have loads of squares around the edge of the map. Using the controls change which Is visible and solid.

    A bit of a long shot, and some variables needed, but I think visually this would flow quite nicely?

    Like on key is down, every x seconds (allowing upgrades potentially for speed) add 1 to GV.

    Every tick

    pick block where block.var =GV.

    Block var=gv-1

    Block var =gv+1

  • I've done some things like this, one option is to have sprites that the minions aim for, then on reaching them, aim for the base. (or 're randomise for another sprite with a higher var)

    on created make a random number, for a minnion with 1: go to sprite 1, if 2, aim for sprite 2 (or give the sprite a corrisponing variable, and minnion on created, pick sprite where variable=minion.variable: find path)

    In effect this makes them choose a random path.

    Trouble is, if you have blocks that can block paths, they will head to the sprite reguardless

    Would work well on random maps, as you could place the route sprites.

    Love TD! Good luck dude

  • Could rotate the frame, have a animation play on colition with wall. So it will maintain the angle even though the knife plays a rotating animation (easy on paint and if you do it well you can just import it as an animation)

  • On has line of sight/ every tick distance sprite.x/y sprite.x/y

    Set ...Ok on phone no c2 (clubbing is dull lol), i think it's system zoom layout x 2. And same applies with sprite 3. Problem you may get is when both sprites are on screen, so you need a pick closest. If you have full version, make the target sprites a family, then pick nearest family. Otherwise, something like:

    Every tick set global variable to distance (sprite.xsprite.y,sprite2.x/y) and gv2 too distance(sprite.x/y,sprite.x/y)

    Gv>gv2: set zoom 200%

    Gv2 >gv: set zoom to 100%

    Really hope this helps, any questions I'll try to help again