scott7788's Forum Posts

  • 12 posts
  • I would also like to hear the answer - same question and scenario. Thanks!

  • Okay guys,

    Out of sheer curiosity, how many projects are you working on simultaneously (not counting on the back-burner)?

    It would be great if we could work on one thing and get it done before moving on the next project, but I doubt for most of us that's natural. Like an artist staring at a blank canvas, moving on to something else can help erode a mental block...

    So - Not necessarily every day, but at least projects that you're conciously thinking about?

    For me - Although I tend to focus on only one at a time, there FIVE major ones that I'm always concious of. Each one (mostly) different from the other.

    I try to write EVERYTHING down, and in total I have another dozen rough draft ideas... (some day BACON MAN will live!)

    But how about you - how many are you working on simultaneously?

  • Hey ROJOhound and mindfaQ,

    I just wanted to say thank you for your very helpful input! Sorry for the delay (stupid actual job!).

    • Scott
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  • I'm really curious how you would accomplish the following:

    Picture a grid - 6x6. You want to randomly populate the 36 individual cells of the grid from a list of 36 specific values.

    I'm seeing a two-dimensional array to hold the cell values, but thoughts on setting them randomly, making sure each listed value is only used once?

    Contributors to the forums never cease to amaze me with their ingenuity and talent. So - How would you do it?

    Thanks in advance. Any help is appreciated.

    • Scott
  • ArcadEd

    Hi Guys,

    I just wanted to say thank you for your input!

    • Scott
  • zatyka DatapawWolf

    Hey Guys,

    I just wanted to express my thanks! I found by modifiying the car behavior, and simply rotating the player sprite (functionally disabling the 'steering' aspect), the end results are pretty good.

    Interestingly the car movement behavior's level of complexity makes it unnecessarily difficult to achieve my fairly simple movement needs. It would still be nice to find a simplified movement bevavior to support a topdown viewpoint besides 8-way.

    In any case, your input inspired me to re-visit the car movement behavior, and ultimately find a solution (I was unable to review the capx, as the version is C2 version is newer than my R139).

    Thanks again, guys - you really helped me out!

    • Scott
  • Hi Guys,

    I would love to see a plugin that would support a simple top-down-view movement behavior.

    8-direction is great for a lot of applications, but how about 'Forward', 'Backward', 'Rotate Left' and 'Rotate Right' (not the car or asteroid/spaceship-class movement, which features continued movement after key release, and car does snot allow rotation at a standstill.)

    I'm genuinely surprised not to have seen this movement model available. Thoughts?

    • Scott
  • You definitely helped someone! THANK YOU!

    • Scott
  • Hi Everyone,

    I'm trying to create what I think should be a relatively simple character movement system. Left and Right (touch) buttons to ROTATE left and right, and up button for forward motion and down button for backward motion. That's about it...

    If I simply change the position and angle of the prayer sprite (and pinned objects) it looks a fairly jerky and passes through solid objects. Not the desired effect.

    I tried the car behavior, but it won't rotate without forward motion, or stop instantly when the forward button is released.

    I'm attempting to work with custom movement (notably reviewing the 'Asteroids' clone example), but without success. For example, I don't want the player to continue moving forward with inertia after releasing the up button. So - any thoughts? This doesn't seem like it should be too complicated...

    Thanks in adavnce for any help! Input is welcome and appreciated.

    • Scott
  • Ironically I was going to ask a similar question.

    I experimented with a layout that shows X Y and Z output from the touch.accelerometerx, y , and z (without gravity - not sure of the difference) in three text fields, but the resulting data does into several decimal points. I suppose I ought to use an integer of the output?

    FYI: X is left and right movement, Y is up and down movement, and Z is towards and away from you.

    I see my users performing a left-right shake gesture, which will fill a progress bar and ultimately trigger returning to the original layout.

    What I would like is any suggestions regards measuring the rate of change - from the X axis data. 4.0x seems to be a comfortable point, (and I don't want users to inadvertently fling their phones across the room). So - thoughts on measuring this accumulated 'shake' data?

    Any input is welcome and appreciated!

    • Scott
  • Thanks for the input - I was just experimenting with that sort of solution. Seems to work quite well.

    Thanks again for the suggestion! This will likely be the long term solution.

    No programmatic layer promotion, then?

  • Hi,

    I have several gameplay layers, with touch controls on HUD. When a specific event is triggered, I want to pause activity and have a 'tutorial layer' jump to the top of the layer stack (which has a 'click-to-continue button'). Otherwise this and other tutorial layers would be stored beneath the background.

    Is there a way to do this? Is there a better approach to managing the appearance of tutorial level information notices?

    Thanks for any help provided.

    • Scott
  • 12 posts