GDSag3's Forum Posts

  • I really like the art style. Nice and chunky.

  • Looks cool and making it open source... very nice *tips hat*

    I actually have a concept rolling around in my head that I intend to work on (after my current project) and it too would be top down Zelda-like (albeit more arcadey, bite-sized), so having a template out there I can sift through if I have trouble with my own is good to know. Hope it all works out for you.

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  • Damn it, I am a numbskull. My layout size was different to my window size. >O<

    It works now. Thanks for all your help.

  • Thanks again. If it's not too much trouble, could you explain the code? I'm trying to get a handle on it but since I am using a different layout size I think the hard coded numbers are incompatible (the wrap is starting late). If I understood it better I might be able to go about making it work for my project. I did try LayoutWidth but that doesn't seem to work (object starts to disappear as it nears the edge, it does this in your capx if I use LayoutWidth in that). I think what's tripping me up is the hard coded numbers say 600, 800, etc, and I'm trying to figure out how that corresponds to the actual layout. Sorry for being so dense I just want to actually understand it.

  • [quote:3cs3assw]Take a look at these 2 events. If you use 2 paddles exactly 1 WindowWidth apart and both with all the same behaviors (remove the wrap behavior), this will give you exactly what you want.

    Wow. That's a brilliant idea for a workaround. Thank you very much. One thing, I think it is on my end (a setting of some sort) but when I run the capx the paddle disappears when it passes the center of the screen.

  • Ok, so I've looked through the below topic since:

    And I downloaded the test.capx in the last post in that topic and what I want works perfectly in that test.capx. So I've tried to incorporate what works there into my own and... there is a wrap for my paddle but it isn't instant and seamless as the one in the test.capx. Going right results in the same sort of delayed wrap that the wrap behaviour does and going left results in my paddle disappearing before it hits the edge and then the same delayed wrapping as when moving to the right.

    X > LayoutWidth+self.Width/2

    set X to self.X-LayoutWidth-self.Width

    X < -self.Width/2

    set X to self.X+LayoutWidth+self.Width

    I'm trying to get a feel about what the code above means but I don't think I've got it. Could someone explain it to me, please?

  • Have my game set in portrait mode and I basically want what is essentially a paddle in a breakout-like game to wrap to the other side of the screen instantly (so if the paddle sits perfectly on the edge of the layout the right side of the paddle sits on the left of the screen and the left side of the paddle sits at the right). Collisions intact. So the player can 'cheat' to get to the other side quickly and hit the ball. The wrap behaviour as it is isn't good enough for this. Will this be a complex thing to pull off it's just I don't have the slightest idea for what would be a good starting point. Thanks

  • Think of an activity you used to play as a kid for inspiration. I find that is better in coming up with your own thing than putting a twist on an already established videogame.

  • AHA!

    Thank you very much

  • This is how I have it:

    System.Score=1:

    -> System.Create Object Ball at layer 0 at (Random(50, 450)), 0

    Basically, when you score 1 point another ball is spawned from above at random within a range of the play area. The randomisation and it spawning within the set area are just fine, the problem is the entire screen gets drowned in balls from above.

  • Basically, I have it where a ball (via bullet) follows the same angle of motion when bouncing off another object. Even if the ball hits a different side of the object. I still want the angle of motion to follow the same kind of arc (for gameplay purposes) but I want to introduce some slight variation (by 5 degrees) into the angle of motion if the ball hits specific areas of the object. Like this:

    Can this be done in bullet behaviour? Perhaps by calling different image points (but what should I bring up in the event panel to do that)?

    EDIT: Forgot to add it, but imagine there being a bounding box around the object. So, dead center bounces out at 285, from the center to the top left at 280 and on the entire left side at 275.

  • Thank you so much for the explanation and the example given. When I first looked at your capx I thought "Now it's so obvious.... ... .. . wait what?" but after looking through it and going through the same process on my capx I have better understood it. Really nice and neat way to toggle between two different directions. Again, thank you and thank you to everyone who chipped in this topic!

  • Tried that, it just makes the object keep moving to the left.

  • Thanks for all the advice so far. Here is where I am at:

    Now, because I don't want the object to move in either direction immediately, I disabled its movement until the player touches the screen. When that happens, the object automatically moves to the right (so I chose bullet behaviour for this) and when I touch the screen again, the object moves automatically in the opposite direction. This works.... once and only once. So what happens is when I touch the screen the game begins and the object moves right and when I touch again the object moves to the left... but keeps moving to the left regardless of how many times I continue to touch the screen.

  • How do I implement this part

    subevent 1

    boolean button.right = true

    Because when issuing a subevent there is no set boolean option available for my button. Thanks