alextro's Forum Posts

  • Hi, I got it working so that the eggs stay a certain time delay behind the player.

    https://dl.dropboxusercontent.com/u/542 ... _time.capx

    I changed a few things to get it to work. First in addition to x and y I also save the time. This is so I can find the saved position just before and after a certain time. If the first egg would is half a second behind the player then I would find the positions closest to time-0.5. After that I can then interpolate between the positions with lerp. The send thing I change from the original is add to the front of the array instead of the back so I could trim off the excess with a set size.

    Oh it just like replay system to me, a shadow copy. Excellent!

  • Good and quick explanation I found the solution by reading your response to this topic. Thanks for that.

  • The simplest way to get you want is just use save option. Each time player make a change, system will trigger saving action into an iteration name like "save1", "save2", etc, adding 1 into a variable value. To move back & forth between changes, my undo-redo example did that exactly. You just need to replace the x or y value into save slot then load them when needed.

    So make sure you make entire save-trigger system record every changes made by player and only at certain condition such as ' isn't touching object, trigger once'.

  • Just solved it. Hurray a time machine

    undo-redo_block.capx

    warning: no array get involved

    Undo-redo feature is common mechanic in various puzzle game. The example showing how block movement can be undo or redo. The concept is very simple; Each time player drag the block to a new position, the information are stored into dedicated separate text object by append x and y value.

    When the player need to cancel or recall last position, the system just need to iterate using tokenat. Even the system updated in the middle of interfere. I had this solution around my head, but just actuate it just now.

  • Depend on subject you want to master. I recommend to open this How do I FAQ section so You can learn off specific subject that came with example.

    When You advancing into more challenging aspect came from the project You working on, make use of expressions came naturally. Such as sorting object that need to be picked at certain condition or adjusting window to dynamically fit moving enemies.

  • At least You need to understand how system expressions work. I believe many people does not know how to code in native programming language. Learn how to solve the logic behind a mechanic, implement simple maths, dive deeper into graphical beauty, will complement someone crafting an enjoyable game.

    I mean that You build up your way there, collecting pieces of skills to be able forging ultimate wheat pond You always want to create.

  • Ah thank you bilgekaan for your kind words. Sure during the development, discovering how things can be done in an unexpected way tend to surprise us. More likely I want to go deeper with the editor. But another aspects need love too.

  • Interactive pix editor? Hmm..

    Editor seems more intuitive than gameplay itself. Oops!

  • I test the method using touch plugin and it works the same:

    Sprite | set position to ( Touch.X(0), Touch.Y(0) )

    Really useful trick to handle cursor object in touch device.

  • I like the shaky end level summary as if there was a trembling sound fx.

  • I prefer a "cat",

    but "pig" is okay too since it really helping

  • usman Haq

    You don't have to. You just need to understand:

    https://dl.dropboxusercontent.com/u/659 ... aving.capx

  • Fun scrolling-collect game.

    Do You want to generate how many floor that pass by variable?

    Technically You just need to put FloorMarker in an acending/descending order by using loop 'For', such as:

    On start of layout , For "elev" from 1 to 20 >> create FloorMarker at (loopindex*400, 0)

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  • animator

    Since I got to finish picross clone game, other project need to be in waiting list. Who knows if I will pick this project again and give another shot.

  • animator

    Welcome back to the topic. It's been while since the last sample I worked for. Most the code based on relative distance to compare and manipulate, so it just kind of logical measurement at the end.