SimoneT's Forum Posts

  • iStudios

    Ok, sorry for the wait... Here is a quick capx:

    https://www.dropbox.com/s/71xsa7gavnwlu ... .capx?dl=0

    I hope it helps. I'm sure you can mess with it and improve it!

  • iStudios

    Hi, I would love to help you with this, but first I have a quick question:

    When your circle spins, do you want it to spin in a realistic way like a wheel would or faster/slower like Sonic the Hedgehog would.

    If you want a real roll, and you want it to stop at angle 0 every time, that limits your distances to multiples of your circle's circumference (circle.width*pi). You can find the distance between two points by using the expression distance(x1,y1,x2,y2) and inputing your player's location and its target, dividing that by your player's circumference use floor(), round() or ceil() to find a rounded number of full rotation, and you find the exact distance you need to stop at for you character to stop at angle 0.

    Now, if you want to stop at the spot where you clicked, you will have to use the Sonic spin, or you can have your player keep rotating towards angle 0 after it has stopped. I'm sure there are lots of different ways to go about this.

    And yes, checking if Target.X > than Player.X will check the direction of your player.

    If you need it, I can make a capx to demonstrate one method or the other. Let me know!

  • aliswee

    Hi, don't do wrap, teleport! Use a sprite marker at both ends, just far enough in so you can't see the ends when the camera follows the player. When the player collides with the marker, set the x,y location of your player to the opposite end like a wormhole. If you plan it right, it should look seamless.

  • Fuzzywuzzy

    Hi,

    Since there are only 8 possible ways of winning a tic-tac-toe game (3 verticals, 3 horizontals and 2 diagonals), I would use a 3 by 3 array to check the value of each square. Here is an example of a simple tic-tac-toe game:

    https://www.dropbox.com/s/5q2aulhuxnsbe ... .capx?dl=0

    There are many different ways to go about this, but to me, this was the simplest. I hope this helps.

  • genejoke

    Well, If you look at the game as a whole, the mechanics are fairly simple.

    The player moves from left to right, no movement on the y axis, no physics involved. The 8-directions behavior (reduced to a left-right movement) can easily handle all you need.

    Only 2 animations are needed, idle and walking, which can be mirrored to switch directions.

    A global layout can handle all your text descriptions, neatly stored in an array. An object and game choice inventory can also be stored in arrays.

    Your main issue here is to build an event sheet that fits all your layouts which is also neat and tidy. If I were to build a clone of this game, I would build ONE Sprite object with ALL the description hotspots (things that can be looked at, but not picked up or opened), give it 3 instance variables: normalFrameNumber, highlightedFrameNumber and textArrayNumber.

    If Player overlapping Hotspot => set Hotspot animation frame to Self.highlightedFrameNumber

    sub-event: action button is pressed = set text to textArray.At(Hotspot.textArrayNumber), set text visible, and so on....

    Else => set Hotspot animation frame to Self.normalFrameNumber

    The same thing can be done for all exits and inventory items:

    If Player overlapping Exit => set Exit animation frame to Self.highlightedFrameNumber

    sub-event: action button is pressed => show exit animation cut scene, wait 2 secs and go to layout Exit.exitLayoutNumber

    Else => set Exit animation to Self.normalFrameNumber

    (if you have multiple layout exits, you will want to also note the x,y location on the layout where you want your player to appear)

    By spreading out your game one room or area per layout, your game will be much faster to run, and more fun to play. With good planning before you hit the event sheet, you'll save yourself a lot of time and grief.

  • Hi,

    I made a quick capx to explain how to do it with a few extra events:

    https://www.dropbox.com/s/9p1gbtl32ndln ... .capx?dl=0

    I hope this helps you out.

  • Donic Dawkins

    Alternatively, for an eased effect, you can create a global variable called BlurValue and set it to 0. Create an instance variable on your text object BlurOn with a value of 0. Add these events:

    On "Start" object clicked => set text.BlurOn to 1

    If text.BlurOn = 1 => set text effect parameter to BlurValue, set BlurValue to lerp(BlurValue,100,1-0.3^dt)

    I hope this helps

  • deth123

    In your sprite's animation properties window (on the left of your screen), set loop to yes.

  • rcmedy2

    You could use Add Bird.PickedCount*Bird.ChronoCount to Joie_Count.

  • KHC

    If I am not mistaken, in the tutorial, there is a "Reset global variables" in the start of layout, which I took out in my example, as well as other things I just can remember right now... One thing I am sure, you should be able to make this game within the free version, maybe just a little different.

    You need gMatches to set back to 0, that is what determines if you have finished a deck or not. That is why I suggested you add gTotalMatches. Make sure that gTotalMatches does not reset at start of layout like gMatches does and make sure. I'll try to make a better simplified capx for you if I have time. I hope you can figure it out before then.

  • rayray

    Hi there,

    I checked out your capx and changed it up a bit:

    https://www.dropbox.com/s/rs9aq0dqv49dl ... .capx?dl=0

    I ditched the Sprites and added Imagepoints at each corner of the Square sprite as X/Y references.

    I also added lerp to the touch command, for more styled effect, and more challenge to the game.

    I hope this matches what you are looking to do.

  • innerswirl

    Hi Jean,

    That is weird, those two behaviors should work together. The only thing I can think of is that your sprite gets stuck on the side of the layout because of an obstacle or that your layout is wider than your window, and the sprite ends up off screen for a while.

    Do you have a capx to share so we can see what is going on?

  • KHC

    Glad to hear from you and that your game is coming along!

    It seems to me that all you need to do is add a global variable to your game (gTotalMatches), and when a match is made, you add one to that variable at the same time you add to gMatches, or at the end of a deck, when gMatches=gNumberCards add gMatches to gTotalMatches.

  • ephrisian

    I created Array to store your imagepoints so that there are no overlapping Object3 (Objects sharing the same imagepoints)

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  • ephrisian

    Ok, I looked at your capx and cleaned it up a bit. Is this what you are trying to do?

    https://www.dropbox.com/s/cfgw8eata5r7t ... .capx?dl=0