GamerDude96's Forum Posts

  • Very well explained. I have a clear understanding of the methods of how I might go about with them. Thank you for the clarity. The second method would be the best option to go for.

  • You could set IsSelected to false for the remaining pieces, for example with a ForEach loop

    Can you elaborate on this a bit more? Im not understanding how it will get the mouse to not select other pieces.

    A few screenshots of both method you mentioned.

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  • I'm trying to get my mouse to distinguish between a selected checker piece, while preventing any other pieces to be clicked and marked as "selected". In my event, I have the piece Boolean variable named "IsSelected" to be marked as true when it's clicked on. So I know a piece is selected when it's highlighted (take a look at the pic below). How do I also prevent or disable other pieces from being marked or counted as "selected" from the mouse on click condition?

  • Project Update-2.5

    Previous Update

    Hey everyone, I'm back with another update! But before I get into it, I'll give a quick recap of the last one. So I last left off with getting my "spacemovers" and "spacejumper" objects to update their position when a piece jumps another piece. I mentioned that a lot of other additional steps needs to be added for the piece to make multiple jumps and that's where I am now.

    Current Update

    There has been some great progress for this project for getting the checker piece to jump and to be able to detect more additional jumps after jumping. Right now, I'm doing some debugging to get the piece to properly make multiple jumps. You can take a look at the video below to see what I mean.

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    Next Update

    But once I get the debugging resolved, I can finally complete the mechanic movements for the player and can work on setting up the Ai mechanics for the CPU! This will be a new area of the project, officially starting update 3! Stay tuned and see you all on the next update!

  • Project Update-2.4

    Checker Detectors Updated

    Hey everyone, just giving a quick update on the project. To start off, I was able to update my move and jump detectors (Look at gif below).

    When it comes to jumping another however, I will need to add more steps to it because if the piece is doing multiple jumps, it will need to be able to detect that instead of ending on turn. So that's what I'm currently working on at the moment.

    New Ideas

    Aside from that, I thought of some new ideas. This is mainly for Tournament Mode, but I might give the player(s) the option of selecting a color theme for their pieces and the game board. These options will be giving to the player(s) by achieving a certain score in Tournament Mode and rewarding the player by unlocking the color theme once score is achieved. Here are a few color themes I made. This is just an idea, but I may make it into the game along with more variants of other colors.

    War

    Mellow

    Classic

    Circus

  • Thanks, I think I got an idea now.

  • I actually did this for two of my future upcoming projects that I will work on. In one of the stages I have a raining stage and used the particles to make the effect. While this isn't bad, I will be modifying it in the future to go for the heavy rain effect like in older games like KOF96 or Samurai Shodown. But for now it will work.

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    You can copy exactly what I did from the particle settings and copy how many you need for your game. Here are the pics from my project of how I set up the 'rain" effect. I set my particles high outside the layout in my project, I have nine copies of the rain particles in my project to try to give it the "heavy rain" effect. I have them extremely large but made the particle size 3 in the particle settings. Copy and adjust what you need for your project.

  • I have these sprites called "SpaceMove" and "SpaceJump". They're the inner and outer mini squares surrounding the selected checker piece (see in pic below). They guide the pieces to move, jump and detect valid or invalid spaces. My goal is to update their position when a checker piece has jumped another and they will collectively update where the piece has landed (see in second pic below where the piece is in new position). And to clarify on that, I mean they will update around the piece as they are in the pic, not exactly the xy postion of the checker piece.

    Tagged:

  • Jumping animation for my checker game. I now need to work on making the shadow come up when piece is landing. I used the tween behavior for this.

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  • A minor update of the progress for the jumping animation. I used the tween behavior to make my piece jump over the opponent.

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  • Project Update-2.3

    Previous Update

    Hi everyone! I'm back with an update of how my checker game is turning out. In the previous update, I talked about getting the red piece to detect the forward squares above. 1)To detect if there's currently another red piece in forward square to make it invalid to move in it. 2)To move to valid square if free.

    Current Update

    In this update, I made the red piece detect if there's a white piece, highlighting it blue, and able to jump it if the space behind it is available.

    Jumping white piece

    As you can see in the pics, the red piece is highlighted and is able to jump over the white piece to its targeted square.

    I added additional sprites called "SpaceJump". those are the outer mini squares(circled in red) surrounding the inner mini squares named "SpaceMove". These will help me bring my project together to be able to jump multiple pieces and allow me to setup the "jump animation" for the pieces in the event sheet.

    Next Update

    My next update will make the red piece being able to detect invalid jumps, setup Jump Animation, Space Moves and Space Jump location update after selected piece has moved, and finally, allowing the player to end turn when player moves, and all possibilities of jumping is final. See you all in the next update.

  • Project Update-2.2

    Happy Friday everyone. Hope everyone is enjoying their day or projects your eager to work on as I am with my project.

    For this update, I worked on valid and invalid move for the pieces. To start, I set up my event to detect if square is occupied with the "spacecheck" sprite object, highlighting it red to let the player know the square is not optional to click to. Once I set that I up, I added another event to prevent that player from clicking on that square, so if they do click on it, nothing happens.

    Piece is able to detect if it can move to valid square.

    What I learned

    Im very happy of how things are going with this project. It's fun and im understanding more on how to use booleans variables. I have better understanding with instance variables as well, I learned a bit about understanding the 2D grid and positioning of the board.

    To end this update. I will probably work on getting the red pieces to detect the white pieces. Or I will work on getting the "SpaceChecks" to update their position where the mouse is over a checker piece and when it clicks on that piece, it will set its position around it.

  • Project Update-2.1

    This is a minor update related to the previous things I discussed about in Update-2 post.

    I will need to let the code know where my piece is on the board and somehow detect the two squares above. I took out the "spacechecks" objects as well because I think...

    I decided to reused the "Spacechecks" objects (the small yellow, green. blue and red squares) for my game because it actually helped me detect only the two squares above as intended in the event sheet. Now, I will focus on making it detect other pieces to determine if the player can click on that square if it's valid to move on.

    I also added detail to the crown giving it a red ruby in the center of it as the previous crown looked bland without it on the pieces. Last I moved the HUD texts more closer to board as it was a bit too far out.

  • I like games with simple and minimalist graphics but entertaining mechanics. Thanks for sharing your progress in this game.

    Thanks. I like the simplicity but love entertaining mechanics as well. I just love the retro style era of games. My inspirations.

  • Hey everyone. Giving my update on checkers of what I got done so far and changes.

    Project Update-2

    So, im still messing around with the coding and im looking to make my checker piece detect the right and left forward square above it so player can move forward to the specific square. I made some instance variables for it and global variables as well. In my code, I did a simple click to move code for my checker piece. for the detecting, I will need to let the code know where my piece is on the board and somehow detect the two squares above. I took out the "spacechecks" objects as well because I think they will cause some issues deep down the road when the movement logic of the pieces evolves.

    Last I redesign my checker title, the menu and made the crowns for my checker pieces. I find the simple design of the title and the main menu screen much better and more retro like. The blue color isn't so strong for the background either. Much more calmer on the eyes as well.

    If your looking for a good app to make basic retro style pixel sprites with, I use an app site called Piskel. It's very useful for the types of games im making and you can make simple animations with it too. You can check it out in the link below.

    https://www.piskelapp.com/

    Thanks for the read and stay tune for the next update.