CookingwithMike's Forum Posts

  • Well, it's a bit of a memory waste, but you could have all of the possible tiled backgrounds in place, generate a random integer, then destroy every background that doesn't correspond to it.

    Alternately, using sprites, there's having one object with several frames of animation, and using that random integer to pick which frame; but I'm guessing that's pretty similar to what you were trying.

    Pardon the vague-ish answers but it's hard to know exactly what you're trying for without more detail. Good luck!

  • That new graphic you spawn, make the event for it trigger once (or however many times you need, or infinitely) on "is not touching" (i.e. use "is touching", invert it).

    When Button touched -> Spawn Button2

    Once when Button2 not touched -> Do crazy stuff

  • Is the "center point" the actual origin? Is the image you're using actually centered (i.e. even or no transparency around the object)?

  • I've seen a few old threads but no really basic or elegant solutions to Z-ordering in isometric games, so I figured I'd post what I came up with. Pardon if this is old news.

    Anyways, here's your event right here:

    <img src="http://i292.photobucket.com/albums/mm17/CookingwithMike/x1s/IsoZOrder_zps2de9d0be.png" border="0" />

    Works great as long as origin points are consistent (bottom, ideally).

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  • �Bueno! The scale makes precision more important than I'd expect at first. This is a good thing.

  • Seconded. I don't want to talk about it.

  • (Except replace "1000" in all instances of my post with whatever X value equates to 1000 meters for you.)

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  • Well, if you've got the first part down, should be pretty simple to change the rest. Let's see... set enemy health to (1 + (Int(Player.X/1000))) and you should be good forever and ever. Every tick, set a global variable (let's just call it FirstGlobalVariable) to be (Player.X - SecondGlobalVariable). SecondGlobalVariable starts at 0; afterwards, every time FirstGlobalVariable >= 1000, add 1000 to SecondGlobalVariable.

    �Bueno!

  • Hm. Two paddle sprites; one controlled by keyboard, the other by Ball.X/Y with some randomization. Ball has bullet behavior, setting "Bounce off solids" to Yes and setting the paddles to solid. When Ball.X/Y = off-screen, add a point (global variables) to the winning side, then respawn the ball on Space Pressed. Solid objects on the top and bottom (just off-screen, aligned with the layout borders) for the ball to bounce off of. Every 10 or so seconds, increase Ball.Bullet.Speed by 50 or so. Reset speed and position when off-screen.

  • Works fine for me! And I imagine a lot of people, as I haven't read about this before. Are your projects saved on some sort of network share or Dropbox or flash drive or etc. etc.? I assume you don't habitually rename them randomly for fun.

  • Huzzah!

    Yeah, I should have specified to not have ScrollTo on the player. Good work anyways!

  • Create a "ScrollBox" object that is always a set +X and +Y from the player, and make that have the ScrollTo behavior. Then you can adjust those values to determine where to position the player (also handy if you want to scroll elsewhere temporarily, like to reveal the horrible boss just off-screen).

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  • Alright, glad to know and happy for the response. Suggestion: A simple "Text blah blah " &bold "BOLD TEXT " &/bold "end of text" type of dealie.

    Thanks for the wonderful program!