lionz's Forum Posts

  • Yeah that's the one.

  • I've done both degrees so i'll let you know my experiences of both :

    Games development : you'll get a broader view of games development and what really goes into making games, you could also be involved with all aspects of the game - art, code, design, QA, management, music etc. you'll probably do lots of different modules, learn how to design a game, write design documentation and then make a game in a team.

    Computer science : you'll most likely be doing core programming and making a game using a given language, or developing a software solution for a business but either way it's pure maths and code.

    The career path and opportunities will be slightly different. Computer science opens up programming jobs pretty much everywhere. Games development is good for artists and designers, for people that know they want to specialise in 3D character modelling, become a games designer or for people who haven't quite decided and want to taste all aspects of game dev and see what it's all about. Games development could also get you hungry for indie gaming, you might want to make a game on your own.

    I don't regret doing either one, they taught me specific skills that have helped me in the industry. When games jobs said they required a computing or engineering degree, the games development one was enough for this. I would say pick computer science if you know for certain you ONLY want to be a programmer (my guess is if you do, then you already know this). If you don't know yet but like the idea of games design and development then do the all round game dev course.

  • What do you want them to do instead of overlapping, just stop? You could make use of loads of commands, you could use 'if enemy is overlapping player then stop moving', or 'overlapping at offset' if you don't want them to touch the player.

  • I don't use this method too often but I have a lazy way of doing this, I don't know if it's necessarily the 'right' method, but I use 'FOR' :

    system(for) "name" from enemy.IID to enemy.IID > pin bazooka to enemy.

    This matches up the IDs, so first instance of bazooka would pin to first instance of enemy, second instance of bazooka pins to second enemy etc

    Also note that this will still mean that they are floating in the air from their current position, you'll have to also add : set bazooka position to enemy.x,enemy.y, to teleport them to the enemy position (unless they were created at enemy position of course).

  • Common way is I think to have a spite animation of him attacking with a sword and then when the animation hits a certain point and the player is colliding with an opponent, trigger the damage etc.

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  • I've managed to have it turn away when something comes into range, you can use rotate angle, set angle -180deg from the incoming object etc for this but I'm yet unable to have it continue going after the intended target. If it's not facing the target it doesn't tend to shoot at it. I'm kinda curious as to EXACTLY what you mean though because it might be easily resolved by for example just flipping the sprite image of the turret, so it looks like it's facing away but is still targeting the player.

  • Hi, yes you can easily draw in the collision around any object. Double click the sprite to open the editor, and then hit the bottom left icon (Set collision polygon). Here you can add points/vertices to create collision shapes. This collision map will then apply to every instance of that object i.e. every house

    More info is here: https://www.scirra.com/manual/48/image- ... ons-editor

  • > Getting through Undertale on Steam, which I would recommend to anyone. Funny RPG!

    >

    Game is so rad! Just got it yesterday!

    Yep it's a good one, nice music too

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  • Haha, cool and kinda addictive rufson

  • To make a single event active or inactive you just set a condition under it so it becomes 'Do this event > unless this happened'. Select an event and press C you can add a condition.

    The animation issue is happening because the action i.e. 'When right is pressed' will always conflict with 'When right and when down is pressed' so you need to add in some conditions for the single press actions. i.e. When right is pressed and up is not pressed and down is not pressed, like this :

  • Ah I've just spotted it actually lol. When you attack with Ekans, his CD is greater than 1, but at event 67 you've said that if CD > 1 > disable all the attack logic. This actually disables the destroy bullet logic too. So it only starts calculating the distance once the CD drops.

    This is also the same reason for event 62 not working. Gotta be careful when disabling your grouped logic!

  • Event 65 has an issue with calculating the distance travelled somewhere, requires some investigation. You could trigger that in a different way, maybe On EkansMove created, wait a certain number of seconds and destroy? It's definitely not based on waiting for the animation to finish, I sped it up and checked that. For some reason it likes to stay around.

  • Event 62 is broken because you destroy ekansmove for some reason. Once disabled, this works fine, although bear in mind the collision is minor between the two so collision boxes must be tiny or something.

    Event 65 seems to be working as expected.