oosyrag's Forum Posts

  • Thanks for the help and ideas R0J0! I can start to see how I might go about it using right triangles now. Although it seems your Paster plugin would be the smartest way to go.

    Might be fun to try and see if I can put together the generic algorithm to fit any shape triangle with sprites anyway It would solve another problem I recall someone had with skewing/isometric arrow pointers too.

  • Assuming your card object has instance variables defining its properties... When you click it, you'll want to look up its position in your PlayerHand array with the indexof() expression. With its position, you can get the values of that position to push to your new array, and then delete that index in the original array.

  • I'm admittedly a bit of a purist in that I try to work with the base functionality of C2 as much as possible, but I think I've run into a wall.

    For the purpose of line of sight/visibility effects, I need triangles, which don't transform well as normal sprites (ref:http://www.redblobgames.com/articles/visibility/).

    Are there any ways to go about this without plugins? I'm familiar with ShadowLight/Casters, but those have certain limitations (as far as effects/blending) and I worry about the performance.

    I'm assuming I need to use canvas or paster. What are the purposes/advantages of each? Which would be more suitable?

  • You can have a variable and object named the same. If you reference the object, it will ask for a "." and parameters in the expression. If you reference the variable, it can stand as is. When typing in "lives", make sure you pick the one that is the variable.

    Edit: As a best practice - never name two things the same thing. So use LivesText, or LivesVariable instead if necessary for example.

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  • Did you name your text object "lives"?

    I'm assuming "lives" should be a variable, or that you haven't set up the "lives" variable yet.

  • What is the purpose of your new and old arrays and what/why are you comparing?

  • Have you tried the every x seconds condition?

  • You can also try a every x seconds with else:

    Health < 20

    Every x seconds - play alarm

    Else - stop alarm

  • https://www.dropbox.com/s/dkqrwnwdz75qh ... .capx?dl=0

    As mentioned above, don't spawn on your exit, or you will collide immediately and trigger the exit on the new layout. Otherwise, you'll need a state variable that keeps track of if you just entered a layout, and add a condition to check that it is false before exiting again.

  • No one can predict the future. You'll just have to try and find out for yourself.

  • http://www.2dgameartguru.com has some fantastic tutorials for vector graphics, Inkscape in particular.

    How many months minimum? Depends on how much time you have to spend. Professionals can be self taught or go to school for years. If you don't go to school or have a job and dedicate yourself to following tutorials and practicing, you should be able to progress quickly.... But that of course depends on each person's own aptitude.

  • Use the min() and max() expressions to constrain your scale factor.

  • Practice. Seriously.

    Otherwise, try opengameart.org.

  • You can right click and invert a condition, so Is Checked turns into Is Not Checked.

    I'd probably just make a bunch of items with triggers on clicked to apply changes to your stat sheet array, rather than checking the state of each list item to constantly recalculate everything.

  • You need conditions to pick the turrets that blow up. In your conditions, you probably already reference the ship, so the game knows which ship to destroy. If you add an action to destroy turret without picking any, it is assumed that that action will be applied to all turrets.

    Try adding the condition turret is overlapping ship.

    Utilizing containers is a good way to work around this as well.

    There are many many ways to implement reloading, so without any further detail on the specific behavior you want I'm going to just suggest you run a quick search. Generally it involves a counter variable to keep track of ammo remaining and some events to handle what happens in different "states" (ammo full, partially empty, empty).