oosyrag's Forum Posts

  • Also in conjunction with tokenat you will be able to do what you want.

  • So you can move at angles, but your character only faces the four cardinal directions.

    Are you using the 8Direction behavior?

    Then you want to set the bullet angle to Player.8Direction.MovingAngle.

  • What angle do you want it to fire at? Or rather how do you plan to determine the correct angle? Do you aim with the mouse?

  • I also suggest you populate your dictionary by importing (use AJAX) a text file (or .csv spreadsheet, or xml file) as a project file, instead of adding each dictionary key through the event sheet. Working with significant amounts of text in construct can be a pain! I usually use notepad just to keep it simple and quick. The newline expression can also be used as a token for tokenat, which is awesome.

  • You can use a "dead zone" to prevent twitching. Have the screen movement event not run unless your input is greater than a minimum threshold away from the resting position. This will help you mitigate unwanted motion from rounding issues or small variations common to analog inputs.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You might look into the lerp expression, it can be used to great effect for smoothing values.

    Basically you will use lerp to move your screen a percentage amount towards the actual final values every tick. The result should be that the magnitude of movement is less the closer to the destination value your current value is, and greater the father it is.

  • http://www.purezc.net/forums/index.php?showtopic=59665

    There is a good explanation a few posts down. Basically, simple stairs are special case "tunnels" with two entrances. Normal movement mechanics would be turned off while inside the tunnel.

    Another post father down mentioned an interesting idea that caught my attention too: you can use an invisible floating "raft" platform to handle the up and down motion.

  • Hmm.... I missed this post last week or maybe I could have given you some ideas. Good job working on it and figuring it out on your own though!

    I might be able to help you simplify it if you are interested. Here is a capx I put together based on your system.

    https://www.dropbox.com/s/a5tp1k9f2s9e9 ... .capx?dl=0

    The major improvement is that it is infinitely scale able by using loops - it does not matter how many parts there are to any recipe. Also you will never refer to any material/ingredient/item by name or any specific amount in the events, this keeps things flexible. Otherwise, you might end up creating an event for every recipe you have, which could be hundreds!

    Also, I highly recommend using different tokens in your recipe book (, and |)! Then you can use nested tokenats and it will be much easier to wrap your head around.

    Hopefully this will be of help to you, and you can figure out how to use it best for your own project and add features ect. I commented the capx, but let me know if you have any questions about how it works.

  • Snake is actually one of those games that are a bit more complicated than it looks

    There are actually many ways to do snake, but if you're doing a grid based one let me give you a hint: the body doesn't actually move at all!

    If you imagine every time the snakes head "steps" one box, it drops a body box there.

    The length of the snake is just how many "steps" that body box lasts before disappearing.

    If your snake eats an item, just increase how long each body stays visible for by one "step".

    If your head ever collides with a body piece, game over.

    If you're not doing a grid based snake, then go for waypoints. It will be more complicated, but basically you'll be storing all the coordinates your head has visited and your body pieces will go to each one in order.

    Good luck!

  • There are a few beginners tutorials besides Ghost Shooter. Also check out the platformer tutorial and the asteroids tutorial, they are all linked to at the beginning of the Ghost Shooter tutorial.

    The most important read is here:

    https://www.scirra.com/manual/75/how-events-work

    You can look through the example projects when you go to new project in the program, there are a lot of good mechanics there, and all commented.

    I really recommend picking a very simple game to try to make. Try to think of arcade classics like Breakout, Pong, or Space Invaders. Work on it, and when you run into a problem you can't figure out, come to ask on the forums and I'm sure you will find help.

    On the other hand, if you're here I'm sure you've already got some idea of a game you want to make. Just go for it! Or ask if you're not sure if something can be done.

  • How does your reload event work? Add a condition to reload: Ammo in backpack > 0. If it is 0, then that event will not run.

  • I'm not too familiar with it myself, but in the later parts of this thread I believe there is a good amount of information about XML dialogs.

  • That makes sense, thanks.

    Any chance to add some properties for the text object such as border, background, strikethrough/underline (while I'm at it maybe some wishful thinking like shadow and stroke)? Possibly for C3?

    The usage for me would be dynamic buttons, labels, or menu items as a single object. In the case of menu items if I need to clip a scroll-able menu to a part of the screen, I would use blending or layer something on top to cover the margins.

    Using a text and a sprite object together with containers is fine now, just a little clunky. As a beginner I definitely had some trouble wrapping my head around containers and how to use them properly though.

  • The custom movement behavior also has a "push out solids" action that some people have found useful for preventing overlap in pathfinding situations like this.