harrio's Forum Posts

  • i know i'm on the back end of this thread, but i thought this video might be helpful to others reading this thread.

    the subject is about making videos, but the theme he discusses translates perfectly to those of us who seek to make games.

    enjoy...

  • second the love of your style...

  • that may be partly my fault, and partly the browser.

    there are no 'speed' definitions in c2 right now. or i am not smart enough to find them, so i'm moving objects by incrementing their x/y values.

    if there's a better way, please reprimand me immediately...lol.

  • in c2, you could create a variable outside of 'bullet' that is changed by 'bullet'.

    eg;

    background.bullet_hit_sprite2 (boolean set to false at start up)
    
    event: bullet collides with sprite2 > 
            action...your stuff
            action...set background.bullet_hit_sprite2 to 'true'
    
    event: bullet (object) > if background.bullet_hit_sprite2 = 'true' > 
            action...destroy self[/code:2pl8qfh6]
    
    i think this will work. it should help you get around 'picking' for now.
    
    hope it helps...
  • will 'or' get hashed in c2?

  • made this quick shooter demo.

    http://dl.dropbox.com/u/6707683/kill%20barney/index.html

    i tried 'touch' events, so i'm curious how they perform. anyone with access to an ipad, please let me know. i realize things are not optimized at this point. i'm just having a ball playing with this stuff at this point.

    touch controls...

    • fire buttons on both sides of the screen. no rapid fire, so you have to 'release' to fire alot
    • touching the screen anywhere along the bottom, between the fire buttons, moves the ship in that direction

    browser controls...

    • fire 'space'
    • movement 'left/right' arrows

    back to the newb lab...

  • i understand. i would have only been using it for turn-based stuff, where speed is not important, nothing real-time.

    as for the 'sockets', i'm sure they work great, i just don't know how to use them...lol.

    but from what tom has been illuminating to, this 'could' become part of c2...natively.

    ...so there's that.

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  • could this work with files shared over dropbox or box.net?

  • well pixeled sir...

  • game gallery?

  • i realized after i separated the enemy movement from the collisions with the side barriers, that i did not even need the side barriers.

    i replaced the checks for barrier right/left collisions with math conditions; enemy.X >= 600 or enemy.X <= 40, and it worked the same.

    less resources for the same functionality is always better i suppose.

  • yeah, i was too lazy to change that. i actually meant the conjunctions of 'if/else' and 'and/or'. hope i did not confuse any noobs.

    and if anyone sees a cleaner/more elegant way of making it work, i'll be glad to see it. every little bit helps when you're learning new software.

    and thanks again for helping me with the 'capx' thing.

  • for anyone who may be interested...

    http://dl.dropbox.com/u/6707683/construct.../barney%20march%20test%202.capx

    it's not as if this was some great problem or bug that needed a solution, and the main reason it took me a while to get it right was because c2 simply doesn't have all the conditions that would have made it simple...yet. like "if", "else" or "or".

    but, as a noob with any engine, i usually start with implementing space invader movement to gauge how easy the software is to learn, and how simply it can create this straight forward movement type. and without being complete, it got the job done.

    i ended up having to separate the enemy movements from the side barrier collisions, to get around the picking thing. and i had to check for 'down' first, separately from the left/right checks. i also had two variables tracking movement; enemy_direction was a text variable that tracked down/left/right, while enemy_interval tracked just the left/right interval.

    so there you have it. a whole lot of hulabaloo over something not that important. but i hope it might be of some help to other noobs.

  • got it...thanks arima.

    i apologize to everyone who took time to help, only to be hindered by my boneheadedness.

    edit: i changed the link to the capx file for anyone morbidly interested.

  • sorry you could not open the cap. did i link the wrong file? is anyone else having a problem opening the cap?

    instead of the fake 'global' variables i did, i'm going to try a sort of fake 'state' engine, which will be similar to what you suggested yar.

    i'm going to have one text variable attached to the background sprite with the possible values of 'left, right, down' and i'll have different events for those values, which i hope 'all' of the enemy sprites will obey...in unison.

    thanks for the suggestion...