Orwin's Forum Posts

  • 11 posts
  • On the collision of "charged" balls, both objects would exchange colors, for the effects would mutually apply and a two-way transfer would occur. Did you implement that possibility, Vee?

    Again, thanks a lot for your support.

  • Hey, you've just solved the problem i was having!!

    Thank you a lot.

  • Yes, it was that one :)

    Actually, now i am trying to make the balls change other ones' colors.

  • Maybe Ramones can help.

  • Ramones,

    Just a quick question: can you point me out to some link that deals with creating a kind of turbo speed feature? I was thinking about making those avatars run for a little while. For example, one buttom would be pressed and the avatars would move faster while spending a bar, much like as a car using its nitro.

    Thank you!

  • Sorry, but how can i implement the code you've just written?

  • Guys,

    I come again for your aid, since i couldn't solve another problem in my project on my own. This time, i've tried to modify a project found here in the forums, so it would suit an idea of mine, but to little end.

    As you may see in the project that i will submit, we have two player-controlled balls that modify the color of each bouncing ball they touch. So far, i was successfull on that.

    Unfortunately, i couldn't add the last condition to my prototype, which is: every ball that had its colour changed by a player-controlled ball may change another ball's color only once.

    That is, the player touches a blue ball, and that ball will modify the next ball it touches to the color that it has after being touched

    by the player.

    The second ball in the sequence cannot modify any other ball's color.

    Can you help me with that? I tried do it by creating different frames of the same object and attempting to make them change after collisions, but it also didn't go well.

    Do you folks have any idea how to do that? I'm really lost.

    speedy.sh/WfDf6/Plague.capx

    Many thanks,

    Orwin

  • Hey, Ramones.

    Indeed, i don't have a license. Actually, i'm a beginner and i don't even know what families do! I've downloaded your project and it gave me exactly what i wanted: i thank you deeply for that. Now i can test my game idea and see if it is feasible or not.

    My sincere gratitude,

    Orwin

  • *Finally, control to the avatars...*

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hey, folks.

    Sorry, Ramones. I am aware of that tutorial and it didn't help me at all.

    I'll try your solution, California. Thank you!

  • Hi, folks.

    I'm working on a low-fidelity prototype in Construct 2 but, despite having read a little about timer plug-ins and timers as a whole in Construct 2, i just can't seem to successfully integrate them to my prototype.

    I am trying to accomplish two things in the following project:

    First, create a condition stating that, in the beginning of the layout, one of the players will be randomly assigned a property that will place a timer on his square avatar. That timer would have, let's say, three seconds of duration.

    After the end of that three seconds period, if the player with the timer on him didn't touch the other player, the layout would be restarted.

    If the player with the timer on him managed to touch the other player's avatar before the three seconds run out, that burden would be transfered to the touched player, in a hot potato-like game.

    Second, i've been trying to create a countdown to the play's start, in which a text showing 3, then 2, then 1 and Go would appear in the screen, and vanish just after.

    Finally, the control to the avatars would be given at the end of this countdown.

    Any clues on how to work those things in my prototype? Here follows its file:

    speedy.sh/NDHTr/Test.capx

  • 11 posts