Lunar's Forum Posts

  • 4 posts
  • For your problem what I would do is create the event for finishing the the jump. I'm not an expert,I just started out using construct so I don't know all the options. If you haven't done this tutorial about platforms yet, it may be useful:

    PS that game in kongregate looks cool, thanks for sharing.

  • Thanks again harrio !

    Actually, after playing a bit with the grid movement I just had an idea that solved all this!

    player1 angle equal to 0. ---->>player1 setX to player1X +grid.Width

    I feel embarrassed because now it seems so obvious

    I hope this will help someone too. Maybe later I'll post here the finished .cap when I discover how to attach a .cap

    Lunar

  • Thanks harrio !

    I've just read that wiki page and I'm going to try with the 'grid movement 'behaviour. I'll post here my results

    Btw, are there any tutorials about the 'grid movement' behaviour?

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  • Hello!

    I'm Lunar. I'm new to construct and I have no experience programming either . I'm working on a simple board game like monopoly. I've been doing a few tutorials but I couldn't find anything about board games.

    I just want to make the players (sprites) move through the grid boxes in the board.

    This is what I did:

    First I gave each player the private variable 'Vmoves'

    When the dice generate a random number between 1-6 'Vmoves' is set to that random number.

    I created a sprite called 'grid' 50x50 pixels, and then duplicated it to make the board.

    when player1: Value 'Vmoves' greater or equal than 1.

    >player1 angle equal to 0. ---->>player1 setX to player1X +50

    .................................... player1 setY to player1Y

    >player1 angle equal to 90 --->>player1 setX to player1X

    .................................... player1 setY to player1Y +50

    >player1 angle equal to 180 --->>player1 setX to player1X -50

    ..................................... player1 setY to player1Y

    >player1 angle equal to 270 --->>player1 setX to player1X

    ..................................... player1 setY to player1Y -50

    Also when player1 overlaps the sprite 'grid' --->>subtract 1 from player1 private variable 'Vmoves'

    And I repeated this for each player

    For changing the Angles: when player overlaps the 'Sprite Arrow' the player gets his angle set to match the 'Sprite Arrow'

    this way is a bit too long and I feel its not a good method.

    Is there a way to make the player move by my 'grid Sprite' boxes intead of using pixels ?

    I've been trying to make this work for a long time,

    I hope someone could help me, any tip will be really appreciated.

    Thank you!

  • 4 posts