ScottP's Forum Posts

  • 15 posts
  • Programmer3000 Figured it out. Make your actions "Set Angle Towards(Player.X, Player.Y) then right underneath put "Rotate Clockwise" set at 180.

    Edited to add...

    oosyrag I didn't see your answer. I like your answer better than mine. Thanks!

  • Programmer3000 I'm looking for the same thing.

    oosyrag I'm using "Set Angle Towards" to make baddies come at the player, but when my player changes into something different I want something like "Set Angle Away".

  • Thank you Ashley!

  • Using release 84 on Windows XP and here's the deal.

    I have my player on a platform with the Jump Through behavior. Also on the platform are 2 solid objects. When the player collides with one of the objects the player will twitch either up and right or down and left, going through the platform.

    I have 4 animations for player: StandRight, StandLeft, SkipRight, SkipLeft. Player changes animation depending in direction of travel and whether it's moving or not.

    The only ways I can make the player not twitch is either by making the platform solid (Boo!) or by not animating my player (Boo again!). Neither if these are good fixes. Any help would be appreciated. Thanks!

    https://www.dropbox.com/s/ind8dkv3hwtu17r/PlatformColllisionAnimationBug.capx

  • Great post, Yann! Glad I found it.

  • Sorry! It's my first time sharing from Dropbox. Let's try again...

    http://db.tt/5Z4p9vww

  • I created an array for a path, but I didn't use CurX and CurY though. I just used a counter instead. I'm not sure on the best way to use CurX and CurY and CurValue.

    http://www.scirra.com/forum/animate-player-sprite-movement-with-pathfinding_topic45001.html

  • Made Path Array to store points whenever you click. The textbox shows you the first 4 points, but you can have as many as you want.... couldn't get sprite to follow them though.

    https://www.dropbox.com/s/wla75aaygef4dht/PathStuff.capx

  • Yeah, but for me to teach her, I'd have to understand it myself. Maybe when I get some free time, I'll make a C2 abacus to see if I can understand it. :)

  • Your shaking/twitching weirdness is caused by your "Friend on Collision with Enemy" Event which just jumps your Friend 2 pixels up and to the left of your Enemy whenever there's a collision. Since you Enemy is constantly moving, your Friend will continue to shake-twitch.

    and...

    Since you're setting your Enemy and Friend speed every tick, they're NEVER gonna stop moving. You have to find a different way to move them if you ever want them to stop moving.

  • Yeah, you COULD use the distance expression, but where's the fun in that? Don't you know that the more nested parentheses you have, the more impressive your code looks? :p

    BTW: I just replaced the parenthetical mess in my project with the distance expression FTW! Thanks!

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  • Let's say you're trying to find the distance between Player and Object, you could create a variable called Distance.

    Distance = int(abs(Player.X-Object.X)+abs(Player.Y-Object.Y))

    Then you'd create an event: "System" -> "Compare 2 Values" and then create your comparison however you want (ie. Distance < 5)

  • My 2nd grade daughter is learning how to do math a different way than I did. For this new way to work she has to inherently know how to add any 2 numbers to make 10.

    My first game is a simple way to practice making 10. It doesn't keep any score and it only kinda cares if you get the answer right. I'm thinking of making it full screen so it's easier to play on a mobile device and I'll probably make it care more if you get the answer right, but this is what I've started with.

    http://scottpantall.com/make10

    Gibbledy,

    -Scott

  • It appears I need to jump back into javascript and see if I can make a Text Input plugin. If anyone wants to help....or if anyone beats me to it, lemme know.

  • I may just be talking out my ass here, but I think it would make sense to edit your exported html file to include a form (or have your game open a pop-up form when text is needed). Then you could have the Javascript for the game get the text from a good ole text input. You'd have to actually edit the code though after exporting your game. I haven't tried it yet and it's been too long since I've played with Javascript so it's still just a theory at this point.

  • 15 posts