Ethan's Forum Posts

  • Thanks for the feedback and the nice comments.

  • UPDATED 25.10.15

    Latest test version can be played here. https://dl.dropboxusercontent.com/u/159885981/pb34b/index.html

    --------------------------------------------------

    This is a Puzzle Bubble type game.

    Test Game

    There are currently no real graphics, no effects and no sound. It's just the core game mechanics with a few power ups.

    There are only a half a dozen test levels so far, the rest are blank.

    You will need a browser which supports webGL and have it enabled. Chrome recommended.

    Aim with the mouse, left click to fire a bubble. Right click to enable cheat mode which enables you to see where the fired bubble will land. Right click also allows you to use special abilities if you have collected them.

    feedback appreciated.

    Ethan2013-11-15 20:34:45

  • You would need to create a shader if you wanted it as a visual effect.

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  • Thanks for your replies guys, i know about the behaviour but wanted to have ago coding it myself. It might be my MMF background making me wary of using 3rd party stuff as developers disappear and things never get updated.

  • I've been trying to implement my own tweening/easing movements based off robert penners equations.

    I've started with the simplest linear movement and got it working but the movement time doesn't work how i expect. I'm not sure if it's my code which is wrong, how i've implemented the formula, or my understanding of constructs ticks and time.

    I've set the duration to 1000 milliseconds which is 1 second. The function is updated every 0.001 second which adds 1 to the objects elapsed time, 0 being the beginning and 1000 (duration) being the end, so 500 would be the half way point.

    Could someone please take a look and see where i'm going wrong.

    Much appreciated.

    construct file

  • 1) just use the pick nearest/furthest condition under the objects pick commands

    2) add a condition which checks the distance using the distance expression under the system object, so the condition is only met if it is above say 1 pixel.

  • What are you stuck with?

    create global variable.

    certain conditions met, action set variable.

    condition system object, global variable = amount (or true/false if Boolean), action do something.

  • Create 2 variables in the object.

    Name one "colour" and set each instances value in the editor to "red" or "blue".

    Name the other variable "overlapping_instance_ID".

    add the event

    object ball overlapping ball

    set action

    set "overlapping_instance_ID" to unique ball ID.

    Create a subevent, and set the condition to

    pick instance by unique id, and set the value to the variable "overlapping_instance_ID".

    Now add another condition to the event, ball variable "colour" = "red", set action to destroy ball.

    Alternatively you can use another object as a detector, do a for each loop on all balls named blue and set the detector to their position, then do another event and if detector overlapping ball and ball colour is red then destroy ball.

  • I think you're describing an isometric perspective. It's a big topic, try looking for some examples on the forums.

  • I just thought i might be useful if in the objects properties panel you could write a description of the object, then when you hold/hover the cursor over that object in the frame editor it showed a text box/bubble with that description.

  • I don't know if this is any use, i just made it.

    example

    I havent used platform behaviour before and i don't know what method you are using so maybe some thing like this.

  • It would be hard to say without looking at the code.

    When the player isn't moving you could record his xy in a variable, then when he moves compare the distance of his current xy to the stored xy and if its say 100 or more update the stored xy again, then always have the follower move to the stored xy position.

    If the followers x is below the stored x then play right animation, if its more then play left animation.

  • Yes. I'm pretty sure Counter Strike had to use different names in their first game, so you could just copy those gun names since most people associate them with the real ones anyway.

    I don't think you could do that because those names would be copy right to the makers of Counter Strike.

  • Doh!

    You're right, thanks.

  • Would it be possible to add to the tiled background object the option to set the image point to centre?

    The reason i ask is that i've created a lazer which bounces off objects at an angle, and i use the sprite object stretched between points to create the line, as you'd expect the image is also stretched and blurred. To get around this i used the tiled background object which works great except it rotates around the top left corner image point which can't currently be changed. The maths to offset it correctly all the time is beyond me.