Maxum's Forum Posts

  • Thanks dkdoom for your help with this. I tried out your code.

    in the cap below.

    http://dl.getdropbox.com/u/1244375/SpaceShipDemo6.cap

    I am still having trouble with it. It seems to loop between just two targets. So if you or anyone else can take a look at to see whats wrong

    edit

    I forgot to to put down the controls.

    arrow keys to move

    space key to fire

    C key to start tracking.

    X and V keys to target next ship

    .

  • I am making a space shootem up game and I would like to have a computer weapon tracking system with the option to go to next target.

    I have the basic system down.

    For Each Enemy
                  PlayerShip: Pick closest to: Enemy.X , Enemy.Y
                  AND  PlayerShip Has LOS to Enemy
    
                                   System: Create object
                                             Redcross on layer 2
                                             at (0,0) from Enemy�s
                                             image point 1
    
                                                                                                                               PhaserFire: Set angle towards
                                                  RedCross[/code:1jzj1zhd]
    
    But I am not sure how to on a key press to pick another target. What would be the best way to do this?
  • I found two things to look at.

    One is the minimap, in ver 098.9 the cap below works fine.

    http://dl.getdropbox.com/u/1244375/SpaceShipDemo4.cap

    In 0.99.3 the minimap has random graphic crap in it. I checked this on my home computer and work computer both do the same.

    I found a work around for it, Just add a clear terrain first before you add the other minimap commands.

    Two a sprite problem. It can also be seen in the above cap.

    The Wall sprite (green) at the top also the one at the bottom of the play area. The Wall should be covered by the WallCover . This worked right in ver 098.9 But in the 0.99.3 the clear box part is still under the WallCover but the green part is offset above it.

    In the Wall properties the Angle is set to -90.

    I found if you set the Angle to 90 seems to fix this problem.

  • Nice demo, but something is fishing up the keys

    Thanks andla,

    Yes this little demo is far from done. I just got the basic engine done now. I have to get the HUD redone, right now it is set up for testing.

    Get the scoring going and add lot more stuff to blow up

  • Also, you should check out the Custom collision mask for the astroids... with physics behavior you can draw a polygon around them to define a mask.

    deadeye I can see that with something that stays the same size. but I am randomly changing the small astroids size. How would that work?

  • Yep deadeye your tips were right on target:)

    The System compare was my problem. I knew it was something simple I was missing.

    And thanks Davioware, now that I know that the System compare was my problem. I took out the extra code I put in tp track down the problem.

    http://dl.getdropbox.com/u/1244375/SpaceShipDemo4.cap

    And if you or anyone else see anything else that could streamline the code let me know. Thats why I am doing this little demo project to learn how to code better in Constuct. And if you know any tips or tricks I like to see them.

  • Thanks deadeye for the tips. Ill give them a try and see how it goes.

  • Hello all,

    I am building a simple Space Ship / Asteroid shootem up Demo to help me learn the Physics behavior. But I have run in to a problem. The Big Asteroids are not being killed off like they should. The Asteroids have ID and Damage Private variables. In the game when a Big Asteroid gets 100 Damage it is killed and 3 smaller Asteroids replace it. But it is not working right. In debug I see the Damage goes above 100 but does not kill the big Asteroid.

    So if anyone can take a look and see whats wrong with it. I know it must be something simple I missed with picking a object.

    Use the arrow keys to move ship

    Use spacebar to shoot

    Made with Costruct Ver 0.98.9

    http://dl.getdropbox.com/u/1244375/SpaceShipDemo3.cap

    edit to add file.. It was a little to big to upload here.

  • What is the license like? Can creations be used in commercial games?

    Q

    Which objects are available in the shareware release of

    Universe Image Creator?

    A

    All of our products are shareware. Some of the elements are

    enabled and available to use as long as you like.

    These FREE elements are: UIC Standalone v1.63's Star Field,

    Cluster, Nebula, Star, and Insterstellar Gas;

    For the UIC Plugins, the FREE filters are: Stars, Textured

    Stars, and Nebula.

    The remaining features are either disabled (UIC Stand Alone

    v1.63) or will display a "Register at Diard Software"

    watermark on your image until your copy has been registered.

    As far as I can tell once you register your copy you are free to do as you like. I did not see anything else for commercial / noncommercial uses.

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  • If you are just looking for a background image you can try this out "Universe Image Creator"

    http://www.diardsoftware.com/index.html

    I use this and it works very well. Its been around for a long time.

    You can create REALISTIC images of space in just minutes. Create Nebula, Gas Clouds, Stars, Galaxies, Planets, and More....

  • *tunes in*

    I am interested in how to create a realistic starfield as well (with the nebulae, gas clouds, distant galaxies and whatsnot to boot!). Particles would be the most suitable for this purpose, with some creative customization. Just for the background for space games.

    Hi Mipey,

    You can try this out "Universe Image Creator"

    http://www.diardsoftware.com/index.html

    I use this and it works very well. Its been around for a long time.

    You can create REALISTIC images of space in just minutes. Create Nebula, Gas Clouds, Stars, Galaxies, Planets, and More....

  • Thanks stainsor for helping me out with the CAP

    Now the hard part, making the card hand ranking system.

  • Could you do a auto convert for older CAP that has direct sound ?

    I know when I updated my CAP's I just clicked on the line with direct sound . Then clicked on the back button until I could click on the Xaudio. Then clicked on the Next button untill done.

    I know I would not like it if I could not load an old CAP because of direct sound. Could you make it so you could load the CAP but not run it untill you remove the direct sound code lines?

  • ok , I got the cards to display right now in rows. But I have some looping problem after you click on "New Deck" or "Shuffle all" Buttons. it does not display the first card right. But all the rest are ok.

    If anyone can look at this and see what is the problem that be a big help.

  • I had some free time today so I started to play with Znirk card-demo.cap and made some updates to it.

    Right now I am working on the best way to display the next card so it overlaps the last card so you can see both. But I am having a problem with my for each object coding.

    So if anyone has any tips please let me know.

    Also,Thanks to

    stainsor

    for showing were you can get the card graphics

    http://www.jfitz.com/cards/ if you don't want to design your own cards. They provide a couple decks to choose from.

    Znirk

    For the card-demo.cap that that is were most of the base code for this CAP came from.