Mipey's Forum Posts

  • Battleshops! Manage your shops and pit them against rival shops during the rush hour to win over customers. Wage battles using shopping cart launchers and demolish their carefully stacked products! Oh, and stack your own products in a way they will suffer the least damage when toppled over by rival shops.

    Test your shop management AND warmongering skills against famous battleshops Warmart and many more!

    Let your brains loose and you can come up with ideas like this, too! ;)

  • SplashHunt, I wouldn't exactly call that one moving sprite. You are spawning a new sprite every 0.01 seconds to create a trail.

  • Use math expressions, such as % (which is modulo):

    text.Text = 'Mission time: ' & floor(variable/60) & ':' & variable%60

    I haven't checked, but this should display minutes and seconds.

  • Sure, you just disable and enable groups as needed.

  • If you plan on adding animations for each card and such, it's better to have each card be represented by a sprite. You can put all cards in one family.

    Then you can have events that affect all cards in the family or just certain cards (with specified private variables).

    You are going to need to define decks for each of players. Since there aren't that many cards, it's fine if you just set a private variable that specifies the card's state ("in deck" or such). Alternatively you can use an array that stores which cards are in each player's deck.

    Apart from that, I've got no experience with card games (creating them, that is), so I can't really advice much here :P

  • At end of PlayerA's turn you set state to start of PlayerB's turn.

    Try with a simple, dumbed-down prototype, until you figure the most convenient way out!

  • There's a huge disparity between edittime and runtime, it's kind of exhausting to write different functions for each, especially for rendering. draw() for 2D, drawGL() for WebGL and, of course, edittime - they all are fundamentally different. Tis a pain. :( So much pain I haven't been able to produce edittime rendering for SpriteFont. I also gave up on Frame plugin (just like Panel in CC), because it was rendering differently in each of drawing modes (not only on different browsers).

    Would be much appreciated if this could be addressed somehow!

  • I've explained how you can do the turn sequence in other thread. Let me just give you a tip: start small! Create a very simple card game first with a set of, say, 6 cards. It needn't be fancy. That'll be your prototype that will give you invaluable experience!

  • Invert the "is touching" condition. ;) (Right click the condition and you'll see it)

  • Basically a finite state machine.

    A bunch of conditions like this:

    + GameState == "StartStep PlayerA"

    do stuff required for this step

    if done then GameState = PlayStep PlayerA

    + GameState == "PlayStep PlayerA"

    do stuff required for this step

    if done then GameState = AttackStep PlayerA

    and so on. Basically you have a global variable that holds the current state and a bunch of conditions for each of states. While a state is true, that stage is executed, until it is done, at which point the state is changed to the next stage.

    At the last stage, you point back to the first stage.

  • Sure, that'd be 120 seconds to substract 1 from every second. You can even make the countdown flash, turn red or whatever by comparing remaining seconds (such as countdown < 30). And when it hits zero, the game events are stopped (countdown is < 0). In fact, you can make it so game events are only run when countdown is above 0 seconds (make it the first condition).

  • Hm, SpriteFont object behavior is kind of erratic with Anchor behavior enabled. Could be because SpriteFont works out its own positioning and scaling for each glyph. I'm not sure how Anchor works, but it tries to force reposition or rescale the object, which can cause unforeseen consequences.

    However I didn't encounter any disappearances, just jarring and wonkiness. Eh, all the same.

    Guess I'll need to rewrite SpriteFont in the future, to better work with new exporters. I'll change the way it works positioning and scaling out then.

  • Hm, couldn't reproduce the issue. I made it so the spritefont was scaled on mouseover and so I could change layouts on Enter... kept going back and forth, with or without scaling. Didn't disappear at all.

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  • Time for some thread necromancy.

    Want up to 1Gb more space on your DropBox account? Solve the DropQuest 2012! It's a scavenger hunt that'll bend your mind.

  • Yeah, it's a problem with certain fonts, since spritefont is designed to be monospaced. You can place those letters yourself, place it in its tile manually wherever you want it. In the center, slightly left or right of center... your call.