oosyrag's Forum Posts

  • On your top level event, only the block that has been collided with is picked, so actions will not affect other instances of the block.

    Have your actions for the collided block at the top level event, and then for your sub event, you'll need to add in a pick all blocks condition, and an inverted "is active" condition (is NOT active).

    If you use the self expression, you won't need a For Each condition.

    https://www.dropbox.com/s/efg4fxlq7wwd1 ... .capx?dl=0

  • First thing that comes to mind is have a global variable set for x/y coordinates. Upon selecting/picking up an object, set this variable to the object's x/y. Then have your gamepad input increment/decrement the variables, and set the object to the variable x/y every tick.

  • For specific types of game logic, your best bet is google. For example, poker hand evaluation (not a simple algorithm!): https://www.google.com/webhp?sourceid=c ... tion+logic

    There are so many types of games that there is no one source/book/tutorial for all types of programming logic. However, it has almost all been done before, so wikipedia and google are your friends - you just need to know what to look for.

    Basically while you can work through complex logic yourself, it most likely has been done and documented already. There are also usually many many different ways of doing the same thing - here is a classic example https://en.wikipedia.org/wiki/Sorting_algorithm.

  • Assuming you have a maxhp or monsterlevel GLOBAL variable for each monster (you don't want an instance variable, because that gets lost when the instance is destroyed). It starts at 0.

    Trigger Monster on Death - Increase monsterlevel by one

    On monster created - Set hp to 100*(2^monsterlevel)

    Or

    Trigger Monster on Death - Set maxhp to maxhp*2

    On monster created - Set hp to maxhp

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  • In the sprite editor, the right side is 0 degrees, or "forward", not the top.

  • angle() is an expression that gives you the angle between two points, in this case from the sprite to your mouse.

    So every tick, set angle to angle(sprite.x,sprite.y,mouse.x,mouse.y)

  • Try Set angle TO angle(sprite.x,sprite.y,mouse.x,mouse.y)

  • That is really a personal best judgment type of question... But I'd say 1080 would be more than enough.

    Don't underestimate memory requirements though, remember there is a difference graphics memory and system memory.

  • What recording softwares have you tried?

  • It's a simple stat calculator with 88 events and 3 small images o.o

    It's not a game by any means I just can't really see how 3 Images with 88 events = 101MB :/

    Your program - 1 MB, NW.js wrapper executable (Chromium browser engine) - 100MB. (Not exact, just for example)

    Basically, most people already have a browser installed so you don't need to bundle the browser engine. Just export as HTML 5 and it will run in whatever people already have installed.

    The main purpose of NW.js is to create an executable file for windows on a controlled platform. So for you, you don't really need NW.js and thus your original statement is correct in a way. Doesn't mean it is worthless for others who find it useful though.

  • Hello there.

    Generally speaking, you don't have to worry about performance/speed when talking about image size. What you do need to worry about though, is available memory. See https://www.scirra.com/blog/112/remembe ... our-memory for more information.

    Basically it depends on the memory limitations of the platform you are developing for, and how many assets you have in your game. It is a trade off between fewer high resolution images or many lower resolution images.

    Ideally if you are not nearing your limits, you want to design for the highest resolution considered, then downscale.

    On the other hand, I haven't had many issues with blurry edges and upscaling. There are some things to try such as pixel rounding and sampling type in your project properties.

  • Use the angle value between the center/origin of your OSC and your touch coordinate, then separate out 8 conditions for each angle range you want.

  • Try angle(car.x,car.y,object.x,object.y) to get the angle between the car and object, and apply the impulse at the same angle.

  • Yes, basically if your player x position is within the Thwomps width (assuming the origin point is in the middle of both).

    Then you'll need to tweak it as you see fit. Does the player need to be completely under the thwomp? What happens on a partial squish? Or if they player moves into the side of it while it is falling? ect.