Asmodean's Forum Posts

  • That's a really nice example. Even after a year with Construct it amazed me how little code it take to make such a example.

    Nice work!

  • Use System|Pick Sprite Instance nth as a sub-event under the collision/overlap event.

    As a subevent after a collsion event there are only two instance to pick. The two instances that are overlap.

    It would look like this:

    Sprite| Is overlapping Sprite

    ...System|Pick Sprite Instance 0 -> Do something with the Sprite with the lower UID than the other.

    If you use 1 then you pick the Instance with the higher UID from both.

    To pick the UID from each one do this.

    Sprite| Is overlapping Sprite -> System| Set myUID1 to Sprite.UID

    ...System|Pick Sprite Instance 1 -> System| Set myUID2 to Sprite.UID

  • Try angle(bulletname.X, bulletname.Y, giantbunny.ImagePointX(n), giantbunny.ImagePointY(n))

    n is the number of the imagepoint you want to aim for.

  • I like the idea. I have only one problem with it, the lack of optical feedback. It would be nice to see which number I picked and see where I have it dragged. Otherwise I like it. It's challenging without being frustrating.

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  • Asteroids is way better now, i like it.

  • Asteroids is way better now, i like it.

  • I tried all three. The Doodle Jump clone is quite ok but I think for very young kids it could be to fast.

    The Flappy Birds Clone is very frustrating for me. I have to look to the equation on the top, and then find the solution on the main screen and then i have very few time to steer the fish to the right solution. For me its way to hectic.

    The Asteroids is little hectic as well. For a normal game I would say it is OK, but for educational purpose it is a little hard. I think the ship is a little to big and in the beginning there are to many asteroids and they are to fast. I would raise slowly the speed and number of asteroids after every solved equation.

  • I think the games are too challenging for educational games. They will provoke rather frustration than fun learning through games. Try to make them slower and a little bit easier to play.

  • I think the easiest way is to change the gravity if the player has a collision with the ceiling. I made a litte example to show what I mean:

    https://drive.google.com/open?id=0B5FlD ... GNBVnN3SmM

  • [quote:3jkcwwpv] I came across another problem though i added animations for each action and they seem to argue with each other if i dont press into a specific direction. up,down,left,right, Exact.

    That problem is not so trivial, at least for me.

    I made a litte example:

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

    Hope that will help.

    Please feel free to ask if there are something you don't understand.

  • The original game is a game for 8 Bit Ataris. I got the permission from the developers to make a html5 version.

    Because of my non-existent skills in graphic and sound I made a 1:1 remake with the sound und graphic from the Atari version.

    The task in the game is to eliminate all robots in a level by deactivating their RGB components. To deactivate a component, shoot at the robot with a missile that has the color you want to deactivate. For example, to deactivate a red robot, shoot at him with a red missile; to deactivate a cyan robot, shoot at him with a blue missile and then a green missile (or vice versa); to deactivate a white robot, shoot at him with red, green and blue missiles consecutively in any order. You can change your missiles' color at the recalibrators or by picking up certain bonuses.

    Available color combinations:

    Cyan = Blue + Green

    Magenta = Red + Blue

    Yellow = Red + Green

    White = Red + Green + Blue

    Level 0 (Tutorial Level)

    Level 1 (part of)

    I made a little 3 Level Demo, but it's all still in early development.

    http://goo.gl/0sk482

    Controls:

    Arrow-Keys or D-Pad on Gamepad to move.

    Space or A-Button for Fire.

    To change the color on the recalibrator press the down key and fire to choose the color.

    Bonuses:

    (I) Invincible for 10 sec.

    (P) 5000 Points

    (E) Energy

    (T) extra Time 30 sec

  • If you use 8Direction, you don't have to do something special for diagonal movement.

    This works for me:

  • Works for me. Do you have the else and the compare condition in one event?

  • Make a subevent after the 'on click'-event, with an else branch.

    Mouse| On Left button clicked on Sprite ->

    ........System| A=1 -> System| Set A to 2

    ........Else

    ........System| A=2 -> System| Set A to 3

  • You could use the Bounding Box as border.

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing