MultipleChoice's Forum Posts

  • Besides the copyright question, which was not part of the problem, but is a good warning:

    damjancd https://www.scirra.com/tutorials/1276/e ... ode-webkit

    There you can export for osx, win and linux 32/64 bit versions. Including .exe-files for windows, as requested.

  • tjblazer85 How do your enemies/soldiers behave/move? That would be helpful to know...

  • I think i got it: The problem is, the ball is standing still, when spawned (velocity=0). But also you seem to use that attribute to END the turns.

    A: Just pick another one there, e. g. "on destroyed" or when overlapping your goal-net.

    B: You can use a variable or any other solution, to detect that the ball has actually moved, then trigger only, when ball "has moved" and "velocity=0" both are true. So it won`t trigger, if the ball did not move at all like when spawning.

    Hope that helped, if not, more details please...

  • umajoe a capx-file would be very useful...

  • The thing is, those two stages do not describe the problem properly. The question is, how they should react in between those stages? Depending on that, there can be different solutions.

  • remus B That does not trigger, if whatever is 0 and changes to 6 or the other way around. We had that already in earlier posts of this thread

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  • Hi! You can use path-behavior, the starting point being the point they come from, end point the enemies/your base. When two going the opposite direction, they collide obviously. When they do, you stop all path-moving on all enemies and your soldiers. The colliding ones do the fight - which means, they are all standing around waiting for your fight algorithm to decide, which one to destroy - till one of the fighters die. As soon, as one dies, you can start path-movement again, till two collide... and so on.

    Basically the age of war is a kind of a turret-defence game but with own soldiers. Did you use that template to start with?

  • Altogether my first impression is, that it is "too fast" and hectic. But it is a nice base to develop from.

  • LarryP: it is the link not working, I tried in Chrome an FF. Can you just post a link which shows there please? The original one seems to contain spaces and such not enabling it to forward you to the proper address. After I remove those, it is still not working, but maybe it my bad.

    Now the direct link works, thanks

  • Hi sir

    Try using gimp or other software allowing you transparency in your graphics straight away would be best.

    In Construct 2 you can paint or fill with "Alpha" set to 0 to get 100% transparency. See image below.

    Note: You can have different Alpha-values allowing you not just a one-step (gif- or png8-) like transparency described, but really smooth anti-aliased edges to transparent areas are possible due to the png32-format. For that you will need to use software that can handle that properly.

  • Got it, thanks.

  • Still can't get to the link, sorry.

  • But Toddler did not want to clutter his function namespace

    I understand, but why is that bad in any case? Does it cause performance issues?

  • Okay, there I learned something. I did not get, what local numbers are exactly used for.

    Can you also please explain then, if and why a function is a disadvantage in this case?

  • Okay, there I learned something. I did not get, what local numbers are exactly used for.

    Can you also please explain then, if and why a function is a disadvantage in this case?