dcrew's Forum Posts

  • This is a small project I created to try out the new PathFinding behaviour and felt like sharing what I had produced - A small zombie prototype (a prototype replica of the "nazi zombies" mode from the infamous call of duty" where zombies break barriers to get to you)

    <img src="http://gyazo.com/fd7497bfec54db303a29b90fddaa0833.png" border="0">

    <img src="http://gyazo.com/49d27a8b9d829fa4afd3eb0fba7452ed.png" border="0">

    <font size="6">Download Links

    Uppit

    Mediafire</font>

  • <font color=black>Basically set the block's X Position to the XMouse (X Position of the Mouse) devided by 32, convert that from a float to an int (Basically round it down), then times it by 32 again. (Replace 32 with the grid size you want), It's really that easy! Believe me!

    So basically even in code:

    int gridSize = 32;

    block.Position.X = (int)Math.Floor(Cursor.X / gridSize) * gridSize;

    In Construct2 it should be farely similar:

    (Declare a integer variable called 'gridSize')

    block   | Set X position to ( floor(XMouse/gridSize)*gridSize )

    I haven't done C2 in a while but it should be something similar to that, if you still need an example please let me know!</font>

  • You don't need a plugin for this, you have arrays to store information, and you can use events to display this information.

    In my view the array isn't helpful enough, but if you think otherwise, I won't argue, I don't "need" one, it would be just helpful.

  • Please take a look at this plugin developers; https://www.scirra.com/forum/we-need-an-inventory-plugin_topic60601.html

  • Normally I have a MainGun sprite, with multiple animations. I also have an instance variable called type. Along with another called Power, which lets you ratchet up strength as well and one called Damage to define the dmg.

    Then, have a section in the events that does different things depending on the type. Power is usually just a multiplier for DMG.

    This is something good you should have a read, good suggestion firebelly! +1

  • jayderyu presented an example, but not the easiest nor the quickest at that.

    If you haven't already, and would like me to, I can create an example.

  • As yaomon17 said, not quite but, apply a 'Solid' behaviour to the "Blocker" object you so propose, if that doesn't work I would be more than happy to build you an example.

  • I have done this many of times in C2, if you want a very realistic feeling to it with weight etcetera, you would use applying a natural realistic force towards the cursor, for a snap-to method it get's more complicated, but I'm more than sure it's possible. Not tried a snap-to method though, I like the more 'weighty' realistic feel to it, like a ragdoll.

  • I can create an example with ease if you would like to explain in further detail. I could hook you up with an example in less than 10 minutes.

  • There is a thing called "Array", it does exactly what you're asking for.

    Thanks for the suggestion though ;)

  • There is a thing called "Array", it does exactly what you're asking for.

    It does some things like handling multi-dimensional values across a huge lake of empty fields, but an inventory needs more than that. I'm not asking for this like "quick guys, I need an inventory managing object fast!", I can very easily programme them myself, have done over numerous amounts of different programming and coding languages, I'm asking for this so I don't have to spend so much time making one then perfecting it each time, I am at college at the moment so I don't get much free time to make games any more, so it would be nice to make new games using an object that will allow for more flexibility than the array object.

  • Hello, I'm here to share my small idea with either C2 devs or plugin creators, there should be an available plugin for inventories, I know how to make them, made them more than a dozen times, but it would be so much easier and quicker.

    [Condition] 'Inventory 1' has item 'Item Name' : 'Item Amount' of times

    [Property] Items (Item Name, Sprite/Image, Item Amount)

    [Property] Maximum 'Stack Size'

    [Property] Inventory 'Slot Size' (how many possible inventory slots there are)

    [Event] Deplete 'Item Name' : 'Item Amount' of times

    [Event] Add 'Item Name' : 'Item Amount' of times

    If I knew how to make C2 plugins, I'd do it myself.

  • There's an easy answer, Set X position to XMouse/32*32 (basically snaps to the mouse position converting it to an integer from a float) giving it a precise snapped position rather than in between integers allowing it to freely move around. I can create an example if need be.

  • I think he dropped the domain.

    Yeah, this was an old project.

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  • Thank you my friend.