comport9's Forum Posts

  • 11 posts
  • Yeah that might work. But it means having several actions instead of just the one. :(

  • Well that's annoying. That's a very basic programming function... :(

  • How do you have multiple and/or conditions for an event? As is, I can either set all the conditions to be AND, or I can set them all to be OR. I want (X AND Y) to be TRUE OR (B AND C) to be TRUE. That's 4 conditions, 2 AND's and 1 OR.

    Is this possible?

  • I'm trying to figure out the best way to compile a list of legal moves for a board game. If this were Python I'd simply put all the x/y positions into a list. But I don't see that functionality here.

    Step 1: Legal moves in all directions.

    Step 2: Remove moves from positions already taken by another piece.

  • What I am going to do for my website is code the main page (index) in regular html (in Expression Web) and use C2 to design my menus and anything else one would normally do in flash. My music website (www.philipcomposer.com) uses old-school frames and div and a cheap-looking flash menu made in CoffeeCup Flash Menu Builder; each frame on the index links to a different html doc . I am no good with code (e.g. flash) so I'm going to use C2.

    Maybe with HTML5 we'll see a resurgence in frames and div tags. So the web crawlers will be able to find the index.html page, which is comprised of a combination of regular HTML and also HTML5.

    I'd suggest looking into CSS3. Super powerful, should give everything you need to build any kind of menu, faster and more accessible than JS.

  • I may be new to this, but I don't see where you set an angle for your bullet.

    "Set Angel to 90 degrees" Will shoot your bullets down... do similar for the other angles.

  • Did a little more testing, and there's definitely a hierarchy involved. Instances of the pieces can move pieces created before them, but not created after them.

    Why would this be?

  • My pieces are circles.

    Are there other behaviors one can download?

    Edit: Alright, I made them solid, 8-directional, Physics/immovable. Now, they won't go through each other, but sometimes they'll move each other. It's like there's a hierarchy of which piece can move another...

  • I have a game piece with the drag-and-drop behavior. I want to prevent the pieces from moving through each other. Thanks.

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  • Thanks. I thought I did that... but I think I did it in a new Event or something...

  • I have a few related questions. I'm building a checkers-like board game. I've set the layout size to the size of the board. I've used a couple events to create the starting positions. I've given the pieces the "bound-to-layout" behavior.

    A couple problems I'm having:

    1) The initial piece objects are appearing on the board. These are the objects that I put onto the layout. (Question here: Why do I need to drag "initial" objects here at all? Why can't I just create them dynamically within the events code?)

    I tried to simply destroy them by targeting their UID's, but it seems their UID wasn't 0 for some reason... (Pieces created with my events were being destroyed instead). So I'm not sure how/when/why these "initial" pieces are created.

    I don't want to manually place the pieces on the board as their locations may differ depending on number of players and whatnot.

    2) A solution I'd thought would work, and it kinda did, was to give the pieces a "destroy-outside-layout" behavior. While this worked for getting rid of the initial pieces, it had an unfortunate side-effect. WithOUT "D-O-L" behavior, players couldn't move their pieces outside of the layout, regardless of their cursor. (Because of the "bound-to-layout" behavior) However, with "D-O-L" enabled, if the player moved his cursor far enough outside of the bounds of the board while dragging a piece, the piece would be destroyed. As this wasn't acceptable, I couldn't use this "solution".

    3) Last question I guess: What's the difference between "create an object" and "spawn an object"?

    Thanks!

  • 11 posts