Ethan's Forum Posts

  • Couldn't help myself adding ramones lightning effect.

    <img src="https://dl.dropboxusercontent.com/u/159885981/bubble5/PB5_lightning.gif" border="0" />

  • Finished off 5 more hazard/powerups. I think i've got a good selection now, enough to make for some interesting and challenging level designs, when i get around to it.

    add line, adds a row to the top, pushing bubbles down.

    <img src="https://dl.dropboxusercontent.com/u/159885981/bubbletest4/PB4_addline.gif" border="0">

    Multiply, kind of like a reverse black hole, it fires out bubbles.

    <img src="https://dl.dropboxusercontent.com/u/159885981/bubbletest4/PB4_multiply.gif" border="0">

    Blackout, hides the bubble types from player for a number of turns so player fires blind.

    <img src="https://dl.dropboxusercontent.com/u/159885981/bubbletest4/PB4_blackout.gif" border="0">

    Swapper, continually swaps the next bubble in queue which can be fired by player for a number of turns. Adds an interesting element in that player has to watch whats happening while they fire the current bubble.

    <img src="https://dl.dropboxusercontent.com/u/159885981/bubbletest4/PB4_swaper2.gif" border="0">

    Switcher, continually swaps bubble type until it is hit. Player has to time it just right.

    <img src="https://dl.dropboxusercontent.com/u/159885981/bubbletest4/PB4_switcher.gif" border="0">

    I'll work on the scoring system next. The HUD/interface needs doing. Theres still the map screen for proper level selection/ progression. So still a fair bit to do.

    You can play the latest version HERE.

  • You could lerp it.

    currentscore starts at 0.

    lerp(currentscore,finalscore,10*dt)

    Play around with the 10*dt which is the speed. I believe 60*dt is 1 second.

    It will never quite reach the final score though as lerp slows down as it progresses.

    You'd have to put it in a condition like,

    currentscore<finalscore-1 do lerp

    currentscore>=finalscore-1 set score to final score.

  • Unless they're doing things behind the scenes i don't think Tom's touched the website in months.

  • Ok sorted some minor bugs out and added some new hazards and powerups.

    Black hole sucks bubbles in.

    <img src="https://dl.dropboxusercontent.com/u/159885981/puzzlebubble3/puzzbubble3_bHole.gif" border="0">

    Grow, is a hazard which multiplies the bubbles if hit.

    <img src="https://dl.dropboxusercontent.com/u/159885981/puzzlebubble3/puzzbubble3_grow.gif" border="0">

    Bomb, blows up surrounding bubbles.

    <img src="https://dl.dropboxusercontent.com/u/159885981/puzzlebubble3/puzzbubble3_bomb.gif" border="0">

    I added a neat screen shake function as well which i can call and specify which layer to shake, it strength and for how long.

    I've also added bezier movements to bubbles which fall and are caught in a box, this will most likely be an animated character at a later stage when i do the graphics.

    Please Try the latest test HERE.

  • Heres a really quick example.

    I didn't use families for the button as you have the free version.

    Demo

    capx file

  • give each button their own unique value stored in the objects instance variable.

    buttonA value 1, buttonB value 2 etc.

    Then each time a button is pressed add this value to a global text variable.

    So it would look like "1,2,1,1," etc depending on the order of clicks.

    Have another global text variable with the correct code stored in it to unlock door, then compare the stored text to the code after each click.

    If they match the order was correct so open door. If the the number of tokens in the stored text (separated by the comma) is equal or greater then the code text but they dont match then the order was incorrect.

  • Well it's an effect.

    You have the main sprite block then when this is destroyed you replace it with several smaller sprites which are put together to form the appearance of the main sprite, then you move the small sprites apart.

  • Start of layout

    Set "lastDirectionPicked" to "0"

    do you trigger condition

    set "chooseDirection" to "0,90,180,270"

    (reset all possible choices)

    set "chooseDirection" to replace("chooseDirection", "lastDirectionPicked", "")

    (remove the last direction from those choices)

    set "directionMovement" to tokenat("chooseDirection", int(random(3)), ",")

    (choose a direction from the ones left at random)

    set "lastDirectionPicked" to "directionMovement"

    (keep track of direction just taken)

  • This is going to be a great project.

    Streets of rage was awesome. We got it for christmas one year and me and my brother spent most of the day playing it together. Although we usually ended up pile driving each other. Good memories.

  • I saw this on the Tigsource forums and immediately thought of your game. Looks like someone had the same idea.

    http://forums.tigsource.com/index.php?topic=34709.0

    <img src="http://i.imgur.com/k1z4yKY.gif" border="0">

  • Hutto 00Rez I stopped using it because i believe there is a bug with the pathfinding occasionally ignoring costs.

    I illustrated the problem in my thread here.

  • R0J0hound, thanks i'll take a look.

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  • Hi, they seem to be working fine for me. Any one else having problems?

  • I originally posted this in my projects devlog but since i need help i decided to post it here as well in the hope it gets more views.

    I coded a A * pathfinding engine in construct.

    <img src="https://dl.dropboxusercontent.com/u/159885981/myApath/myApathTest1.png" border="0">

    The only problem is that its slow at the moment. I hope some one can have a look at the source and suggest how i could speed it up.

    Heres the Demo. It will start working as soon as it loads. Give it a few seconds to find the path.

    And here is the Source.