procrastinator's Forum Posts

  • Yeah too true! I have a hard enough time sticking to something as it is. For other people, I'm fine... for myself meh ;p That's why I like to help people out on the How Do I forum section when I have time. I have a solid challenge that I HAVE to see through. Plus I learn a lot about something that I wouldn't otherwise have bothered with.

    I should hopefully have Fantasy Clone (haha nice name ;p) done by the weekend. Who knows, if I can zone out tonight, I may have something sooner! :)

  • hahah thanks man. Well, I got a lot further with the golf game than you see there. The main reason I abandoned it (apart from the idea to work on FZ) was because the physics was screwing things up. I mean, if applying impulse at 4 is a nice distance, then surely impulse at 2 should be half of that? nope! it's more like 1/8th ;p That's when I thought "bugger this.. FZ here I come.." hahah I should've asked for help, but seemed much easier to start something new ;p Maybe one day... :)

  • rogueNoodle, here you go mate. It's a crude example. I never got round to making it more flexible since I abandoned it after getting the idea to do Fantasy Zone. Yes, I was going to do a simplistic golf game ;p No comments as I rarely comment ;) but it's small enough to understand I think. Let me know if you want a better example with added comments and I can work on that tonight.

    dl.dropboxusercontent.com/u/666574/pyxeledit%20xml%20loader.capx

  • Here's one I did for someone else. It's not multiplayer, but could easily enough be edited for that. That's YOUR challenge ;p

    dl.dropboxusercontent.com/u/666574/kevinmthomas%20-%20trivia%20game%20AJAX.capx

  • Off the top of my head, I'd use an array. Then find the "space" square within the array, and select a random square adjacent to the space. Move that selected square into the space. Then repeat. The more times you repeat, the more it'll be shuffled. After shuffling the array, you can then create and draw the squares relative to the array.

    If you wanted to show the shuffling as it happens, you could do it without an array, and use overlapping at offset events to check if a tile is in adjacent squares.

    Remember to store the positions of the solved puzzle before you shuffle. Then you can easily check if the player has solved it or not.

  • Hey man, thanks for replying! You're right. Knowledge is power! Like you , I love looking at other peoples' source to see how they approached a certain problem.

    After thinking about it, I doubt a tutorial is needed, since there are many shooter tutorials on here already.

    Anyway, I only have to add enemies, a boss and menu / start screen...and inventory / shop.

    I've been avoiding using families and now that there's a sale on, I wonder if it'd be worth going with families as well as ignoring the 100 event limit. Anyone interested, please reply here whether you have a license or not. This will help me a great deal. To be honest, I doubt a full level, with enemies, a boss and menu etc would fit within the 100 events limit, but I could damn well try if there was enough interest ;p

    Actually, just before I started on this project, I did figure out loading tilemaps from pyxel using xml. Is this something people would be interested in instead? I could do a Gradius / Nemesis type game. Would be helpful if people said they wanted a tutorial and capx or just a capx since tutorials take a lot of time to do.

    The only reason I'm asking for interest is I procrastinate a LOT (as if my username didn't give that away!). Ususally, I'll start things and abandon them when I get bored, but if people have an interest, then it'll motivate me more ;p

  • I bought my license over a month ago and my version of Construct2 was registered a few minutes later. Don't see what your problem is?

    spongehammer offers great advice! ;)

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  • I've always wanted to do a Fantasy Zone game, but the level wrapping always got me! Over the last couple of days I got a Fantasy Zone engine working. I was obviously over-thinking things in relation to the level wrapping. It's way more simpler than I ever thought. I actually thought I'd need arrays..

    As it stands, I have a basic level going and I'm at about 150 events so I'd need to get in there and chop it down for C2 free edition's 100 events limit.

    Is this something people would be interested in as a tutorial? I don't want to create a tutorial that people don't really care about. Or would you just prefer a capx? Even then, my events are thrown together so would still need some work to sort them ;p

    Don't know what the hell Fantasy Zone is?

    Subscribe to Construct videos now

    Let me know your thoughts!

  • To be honest, I never bothered with Wait until I saw your tutorial. So thanks for pointing it out! It has proved itself very handy in many situations!

  • ashesh

    Practice makes perfect <img src="smileys/smiley20.gif" border="0" align="middle" />

    Indeed, and at 11 years old you have all the time in the world....... ;)

  • Ahh I misread (just like others here I assume) that you were challenging yourself to try it ;p

    You're challenging other people? ;) Nice tutorial though, I'm sure it'll help others.

  • Another way off the top of my head is to have a hit box and create copies which overlay the track. This way you only have to check if it's overlapping the hitbox or not.

  • The reason it didn't work is because you'll ALWAYS be overlapping the background. You need to check whether or not the player is overlapping each piece. Arsey to do in the free version without families (you need to add events to check the player isn't overlapping each track piece).

    I'm a bit busy with my own project, but bump this thread through the week to remind me with procrastinator and I'll get to it when I can, unless someone else gets there first ;)

  • Let's put it this way, she's just out of "school" and needs something to show off her work. Your game is that something.

    If she's 50/50 in the business, then she shouldn't be taking anything more from you. Yes, it's nice to be able to pay someone for their work, but let's be real. If, by the end of the game you paid her $1000 for her work (purely an example), and the game makes $1000. She's made $1500 and you made -$500. How's that fair? ;) If she takes money for work done, then her share should drop. You need to be paid for your work too!

    Sounds like she's only doing the graphics, whereas you're doing the coding, the website, the marketing etc.

    Also remember, she'll be able to use your game in her portfolio to get more work so it's more beneficial to her.

  • You ignored a few people who tried to give you advice on how to attract an artist to do work on YOUR game.

    So, do you have anything working yet? Anything to show that would tempt an artist to join you? How does anyone know you'll even finish it?

    You don't need an artist in the beginning. If your game is fun with crude blocks (ANYONE can draw crude blocks... ;) ), then you'll probably get artists asking if they can help you out!