bartalluyn's Forum Posts

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  • Hi,

    I'm not sure I fully understand the use case, but what I can say is that if you're looking for an understanding on how picking, creating, destroying works, maybe you can watch my tuts on creating a bubble shooter

    youtu.be/Skc7JJOYSOI

    or a 3 match game

    youtu.be/9ISEJK8vtZI

    A lot of destroying, creating and picking going on there.

    Sincerely hope that helps

    Cheers

  • Agree,

    just to illustrate further, though I think not 100% applicable, in my tutorial on the police chaser I also check for distances to dynamically create road ahead of the car.

    youtu.be/_VOi_WWdpko

    If you're new to C3 in general, maybe you'll like the other tuts as well where you can see some possibilities on how to make well known games in general.

    Hope this helps you in any way

    cheers

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  • Hi,

    indeed, you can check this video on my youtube channel where the mouse cursor is replaced with a sniper rifle scope.

    youtu.be/5kZD3SAuHwc

    cheers

    Bart

  • If you're new to Construct, feel free to check out my youtube channel where you can see how you can make some well known type game and how a mechanic behind it might work.

    Many of them use timers, just to name one: Tetris for example where I create an object type with a timer to be able to let a block fall down gradually

    youtu.be/fMtO7q1Wrus

    check it out, how it works out for you

    cheers

  • Hi,

    you can use the Date plugin to get the "Now" expression. It's the number of milliseconds since 1970. So it always increments; If you save it when closing the app using local storage, and you get it again when the app opens again, you can subtract the new value from the saved value to know the time that passed since the last time you opened the app.

    See my little video on the date plugin en the "Now" expression on my youtube channel.

    youtu.be/GVFYKH-E96o

    The channel has many tutorials on how to create games, and i'm planning on adding an idle clicker game or something any time soon that will use the same mechanic.

  • Maybe i'm overlooking it, but I don't see the problem. Just tweak the image point position on every frame of every animation to get it 100% right.

    Please note that, this probably won't work when you have multiple characters and multiple hairstyles. You'll probably wonna make a container and include the hairstyle in the body's container. Just a pointer...

  • sure there is. First thing that pops to mind is to have a variable called "timer_pause_time" or something. When you load the first layout, you check if it is 0. If it is, it's the first time you load it, and you're not returning from the "sub"layout I shall call it. If it's not, that means that you've returned from the sublayout and you start the timer from that time instead of the initially intended time. When you go to the sublayout, just set the timer_pause_time variable.

    sounds good? Hope it helps

    cheers

  • the first thing that pops to mind is to give every tile an instance variable called "level" or something. bottom would be zero, higher blocks would get 1, 2, 3, etc depending on their height.

    Als your player collides with a tile, keep track of the current level as an instance variable of the player, and whenever you collide with a tile with a different level as the player has at that time, and the tile is lower, then subtract them to know how many levels he dropped

    just a suggestion, maybe there are faster ways

    greets

  • just an addendum... some of the construct demo's are also explained in video's, and more of them are coming every week. Check out my youtube channel for more examples of how to implement clones of existing games

    good luck

    youtube.com/channel/UCZ6QjvqEs9dR2miRnfFqIpQ

  • I think a good way to do this is using an 1 dimensional array.

    initialise the array to 0, 1, 1 = zero items in the x axis and 1 in the Y and Z axis.

    Every time you make a string use Array -> Push front. It will push the strings that are already in the array back.

    then clear the field,

    and loop through the array in order and add each item to the field. The ones added first will appear at the bottom

    It's the principal of a stack.

  • In order for that to work you will need to save with local storage

  • Add an array to your project

    On start of layout add all the names of the object types (your sprites)

    Start your layout with with the first object type name in your array and delete it from the array immediately. Use "create object by name" and use the name you popped from the array.

    do it until the array is empty

    Hope that helps

    cheers!

  • do you have path finding behavior?

    Players getting stuck can be due to issues with pathfinding grid as well...

  • You can use it like a set of dip switches. instead of keeping 32 bit variables separately you can use 1 number variable and set and get the bits individually.

    In programming languages like C or something you can use boolean operators to compare numbers bitwise such as

    0101

    AND 1110

    = 0100

    but I don't think you can do that in C3. Others may correct me if I'm wrong please