cs2curious's Forum Posts

  • eh, not sure if it matters from what i can tell you HAVE to have the for statement to target both object types:

    For each object 1

    for each object 2

    if object 1 variable = object 2 unique id, follow this object

    i mainly wanted it so i can do different monster types and only use 1 animation i did using image points

    the arm, leg head etc will be seperate, and will attach to the unit it self, so i want it to follow the image points animation of the specific object it is attached to

    ( the objects for example arm will get the point and rotation of the image points in the animation to determin its position, making an animation, I do this so i dont need 8 billion sprites to have different looking characters running left right up etc, as it is going to be isometric)

    I dont want to use ' get closest' because should 2 units get really close to eachother I dont want limbs betraying their object body XD

  • Here are two different isometric views im using for my game

    let me get you peoples opinion ^_^

    The first:

    img854.imageshack.us/img854/6929/isometricviewtesttradit.jpg

    is the traditional isometric view, angled such that if you flipped the level, the walls would still line up

    The second:

    img341.imageshack.us/img341/9630/isometricviewtest90angl.jpg

    slightly different view, maybe some games use this view, but it is less used than the first

    Pros: of the traditional view:

    1: Everyone is familiar with it

    2: less graphics will be required as wall type can simply be fliped horizontally as apposed to needing both wall types

    3:

    Pros of the alternative view:

    1: 90 degree angle wall on the left side, may sinc up with the 8 direction movement a little easier

    2: New view, and in my opinion looks nicer than the tradiional isometric view

    3: slightly less used, so will give players something new to look at in the isometric game world

    so please give me your opinion on which one you think looks better

    or if you can think of any other pros and cons of each

    please note that there will be 8 animation types for the character ie the 8 moveent directions

    edit:   or i can use both and have cool star shaped roms

    OR i can use both and maybe different level types will have different views,

    this of course would require more graphics, and make file size bigger

  • whats ironic is i dont really need what the standard version offers other than being able to make more than 100 events, and being able to sell the game,(from what i can tell) families are pretty irrelivent for how i code, if the enemy is different, his arms legs etc will go to different animation layer,

    if i want the same thing to happen to different objectrs il call functions

    and have it target it via the id

  • seriously? no way to do this? is this something famalies do automatically?

    dont act like im talking in tongues, any other coding language can do this,

    variable = object

    this.X = variable.X   the variable being the target name

  • dl.dropbox.com/u/70111979/index.html

    if it didnt work for me im pretty sure it wont work for anyone else XD   :P

  • function, use function :P thats how real coders do it

  • just use a function

    if event1: call function 1:

    if event 2:   call function 1:

    function 1: do thing   ( needs function plugin)

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  • omfg it deleted my post again and made me retype it!!!!

    *pant pant*

    for example     Self.X = Self.Variable.X   the variable being the other objects name instance

    again trying to do it without laggy for statements

  • omfg hating this forum it logged me out and deleted my message grrrrr!~

    thats just it i want to do it without the for statement

    I want to say object1.variable = object2

    Oject1 do thing to Self.Variable'

    I want to target the specific object by getting the objects variable without tons of laggy for statements

  • I did, or i thought i did anyway, like i said the 3 main things it asks for that you exported, image, html, runtime

  • I uploaded the 3 files needed in public

    Images- index html and runtime of the files i exported to play from may game

    I get the link, i go to the link it is a black screen and doesnt do anything

    Am I missing something? was I supposed to put in some kind of preloader?

  • ok didnt see anything like this in the tuts, atleast not with a search

    I am thinking i might need to use global variable text arr ie "|en1|en2" etc

    how can I target an object via a specific variable?

    Ie i set one objects variable to enemy.UID

    So that this object can behave towards this specific ID

    so if variable = enemy, behave towards this specific instance of this object

    Does that makes sense? is this possible?

    if not how about putting the enemy in the array ie global text variable = "|en1|en2"

    target the specific object via int(tokenat(globalar,slot,"|"))

    and then the object i want to act towards this specific object can get the slot in the array, and target it that way?

    does that make sense? are these things possible?

    is this something i need a standard version to do?

    Note: im trying to avoid using tons of for statements to target both objects

  • Agreed, only thing im not really likeing about it is its a pain in the ass to animate anything ( i use image points, move move them, and have my parts get the rotation between the two points) this way i can change armor, monsters etc simply by changing arm head torso graphics etc

  • I plan on buying standard version next week, ive never been this excited to buy something ( especially for 79$)

    but it will probably be the best 79 dollar investment ive ever..... invested in.

    I'm probably clever enough to make awesome games without it, but why? :P

    just wondering if they maybe give some kind of discount? like maybe for a week they will sell it for only 50$ ?

    not saying its not worth it ,but I dont pay 79$ for anything XD

    this will be a first ^_^

  • could you theoretically make multiple paths, and have it choose randomly, so you have a baddy walking around randomly, instead of set linear path?