nimos100's Forum Posts

  • Ok just to be sure, so when you tried it in internet explorer you did hear music?

    Because in mine some of sounds and the music is not working, and have no clue why. Since some of them works.

    Anyone experienced that problem with IE and know how to solve it?

    "can you help me with a sound problem"

    I can try <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I would personally use a dictionary to store them. Its very easy to work with, meaning to get what you need, to store new stuff, update delete etc. And you don't have so many Global variables. Other than that you could also just make a "variable" holder. Like a small sprite and just add everything to it, and just make it global.

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  • You can add timer behaviour to the tower object, that will allow you to control them individually.

    If you do that, its a good idea, I think, when you apply tag. Just to make a tag like this "Reloading" & tower.UID, that way you know what the timer is doing when scrolling through you program, but also it makes them easy to select as each timer is unique for each tower.

  • Just noticed that the scoreboard is there, not sure why it weren't there before....so now I hold the first place <img src="smileys/smiley17.gif" border="0" align="middle" />

    So that should be ok I guess.

    Anyway the sound an explorer im still uncertain about.

  • So the last couple of days I have been working on this game, and finally completed it, and uploaded it to Kongregate. However since I haven't tried it before and it seems a bit confusing with all those APIs without explanation etc. I have no clue if its actually working as its suppose to. I mean it can play so on.

    But I added the Kongregate score functionality and when the game ends it should submit the score to there site....I think :)

    I did make the variable on there website, and set it to "max" options. However I cant see the scoreboard anywhere in the right side, where there normally is one.

    Also I cant get the music to work with internet explorer, but im not sure its the actual game. Or if its my explorer.

    So if someone could test those things for me, I would appreciate it. And if someone have tried adding a scoreboard to Kongregate, maybe could give me some help if it aint already working.

    Here is a direct link to the game:

    Cargo crane game

    Thanks a lot

    (PS. remember to like it <img src="smileys/smiley36.gif" border="0" align="middle">)

  • <img src="https://dl.dropboxusercontent.com/u/109921357/Screenshot.jpg" border="0" />

  • The easiest way is simply to put both Speople in a family, and then just spawn the family object, as it will automatically choose a random one. However if you need them to spawn with different time intervals it wont work.

  • I haven't done any platform games, so might not be 100% correct :D

    But I think you can make custom shaped solids, under the one where you say that it should collide against solids, you can change it to custom. Exactly how to use it, I cant remember but you can probably find it in the manual and see how it works.

  • You just need to check the distance between the tile and spaceship.

    So if distance(Spaceship.X,Spaceship.Y,Tile.X,Tile.Y) <= 100

    Spaceship.stop (The pathfinding one)

    Spaceship.set angle towards position tile.x,tile.y

    The spaceship wont collide with the tiles as they are solid. However you can turn off solid for the selected tile if you want, but you have to regenerate the obstacle map then. And in its current state if you have to many objects, your program might pause for a short time while calculating, which makes the function rather useless, as no one cares to play a game that pauses all the time :D

    Also you don't have to use a "dummy" object (The red square) for you player craft. You just have to make sure that the spaceship is flying the correct way in the image. that being to the right, Like this:

    Back of spaceship >----O> Front of spaceship

    Furthermore I can see you have scaled your spaceship, its better to make it the correct size from start, as it will otherwise use more memory than needed. It might not be a problem now, but later on you might run into some performance problems. It can be done quite easily if you use the image editor in C2.

    To do it correctly, you have to do the following.

    1. Rotate all the animations 90 degree CW, so they point right.

    2. For each animation scale them to the desired size and exit the editor.

    3. Select you spaceship Then you can see the "angle indicator" in the middle of the sprite points in the direction of the front of your spaceship.

    4. On the spaceship, you have to set the "size" to what you made it in the editor as well, as it still scales it, with the same amount as before you scaled them in the editor.

  • "I attempted to implement both of the solutions you've suggested but they both seemed to fail for the same reason that mine does."

    The last solution should work, you might have to change some code etc, as I use a solution like that in my own program. But you might have to move it above the other event, so it doesn't trigger before next tick.

    However its to difficult to figure out, whether it suits your solution or not. As mine is designed to work with such, so its probably better that you use your own if it works for you. :)

    "did you mean that I am using a plugin which prevents you from running it, or that you are using a plugin which prevents you from running it? I only ask because as far as I know I have no plugins in my C2 and it would be a potential issue if I did."

    I got the information from your program, that I couldn't start it. I don't use, and have never used any plugins. Even though I think a lot of them could be useful, I don't want the troubles with an update to C2 suddenly not working with a plugin I used and then my program doesn't work etc etc. :D

    (But ill try running it again and post what it says, just to be sure :))

    EDIT: Hmm weird I started it now without any problems. So it must have been a glitch of some sort.

  • I cant actually run your program due to some third party addon.

    But have you tried instead of making a function called "RemoveSpawnedMatches" just to make it as a On create block and then do the tests there?

    Also a workaround, if it suits you program, is to add an Boolean to the blocks, and if its true, that block need to be tested.

    So you can just add an event:

    "

    Block.need_tested = true

    For each block

    Function call "RemoveSpawnedMatches"

    "

    And then just turn off/on the Boolean if you need to test a block or not.

  • If you want to know why, it can be explained pretty simple. As an image is build up by pixel.

    So if you imagine having an image 500x500 pixel and you resize it, all the information in the image that it used 500x500 pixel to store before, now need to be stored in lets say 64x64 pixel, so you will loose a lot of details.

    And the same is the other way around, if you use 64x64 pixel to store lets say a picture of a human face, and you resize it to 500x500 pixel, a lot of blur will occur, as it trying to fit very few information into a lot of information. So as a general rule in my opinion, its always best to create your graphic as close to what you need, and in case you cant, or need to resize it, its always best to shrink over enlarge.

  • Do you mean that the graphic looks blurred when you preview it on the browser? if so just use chrome or firefox. Chrome is best in my opinion as it doesn't have sound issues.

  • I think what ramones refer to is that if you create objects like that, they are actually not available until next top level as far as I understand, so when you manipulate the object, in the same event, it doesn't actually exist, even though it sometimes work anyway. I personally find it pretty confusing as well, and sometimes things that seems very simple, takes a long time, because you spend so much time trying to make workarounds to it.

    There should be a built in functionality of some sort, that created a temporary object that you could actually manipulate, and then at first possible opportunity it should copy the temporary object to the correct one or something, so even though it doesn't exist at that time, you could still work with it, without even knowing it weren't the correct object. But anyway think that its something like that ramones refer to.

  • What ever works <img src="smileys/smiley4.gif" border="0" align="middle" />