alextro's Forum Posts

  • I show you how to do it on this capx below

  • Compare animation frames and set their position using loop index. To arrange them in grid fashion, you must also set the horizontal position not just the vertical.

  • Simple way to do that:

    select all the object one by one except the triangle object and set the behaviour to 'NoSave' then create save trigger event (clicked button for example)

    system | save game from slot "you_name_it" after you generate the objects

    That's will store all the triangles object that appear on stage

    To load them:

    create a trigger then add:

    system | load game from slot "you_name_it"

    tested guarantee

  • Here I edited the capx & remove the bullet behaviour

  • Funny, my first attempt was make the triangles flip. I believe it is not too difficult lo load what has been generated before by retrieve data from stored information in text format.

    Will dig into this, or you can search the topic in forum first.

  • In my experience, I'm less using UID. I prefer IID since they are update dynamically on runtime.

    Allright I made the hexa_tris generator. Try to compare it with yours.

  • 'trigger once' should do the trick.

    While I'm spend time working the generator, here is visual guide to start with:

  • Several weeks ago I made rectangles consist of 8 triangles arrange them by using loop 'for'. What you are trying to build isn't too far from my case. Basically it's kind of arithmetic & geometry things we need to figure out. I'll give a try to solve your quest (hopefully).

    Let's give a shot:

    A hexagon consist of 6 triangles. 2nd layer of perimeter is an increment from the core.

    Think about this;

    - each triangles of 'core' creates 3 more triangles outside to make 2nd layer

    - same rule for 3rd layer but with more increment with 5 more triangles

    - see? The increments was simple arithmetic, 1,3,5, ..and you can guess next increments

  • I could think of passing them in text object. Not straight but fine by me.

  • Simply create instance variable name it 'speed'. Move the block by set the var 'speed' with desired number. When the block overlap/collide, make the 'speed' zero and it should stop moving.

    For actual example see mine's

    There are some tetris examples in forum, that give ideas how to arrange the blocks in stack manner. One of them came from rojohound.

  • Use sine behaviour. When second jump is trigger set Y position determined by sine movement for few second then disable the jump function. Just raw explanation from me, maybe I will make an example for your case.

    EDIT

    here I create flutter jump example

  • I request turn based battle then, using the hexa tile for movement will give strong nuance to the game.

  • Downloading.. playing & jumping. How many downloads now?

  • Great, it show some potential. I'd love to see hex grid in combat system, since it would more tactical for battle.

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  • Thank's zenox98. I have see and download that example before, which is really smart solution.

    My approach might be more suitable for my previous demo:

    Gotta study more deeply about picking methods and how to manipulate them for advantages!