SoldjahBoy's Forum Posts

  • We probably need more information about how you expect your selection screen to work...

    Have you got an example image you can post with a description about how it should work?

    Most likely what you will need is simply a global variable that you can change based on the button clicks - the variable value can then be used to display the character you want to use - but without knowing more, that's about all I got.

    ~Sol

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  • No problem mate!

    I'm REALLY bad at trying to do stuff the "proper" and "mathmetically genius" way - but I can redneck engineer almost anything to work

    Hit me up if you get stuck with anything else like this

    ~Sol

  • Keep in mind you would need to (probably) use a sprite font, and not just a normal text object... I guess anything is hackable if someone wants to try hard enough, but I suspect the sprite font object would be more difficult to modify if someone tried to pick through the compiled javascript.

    ~Sol

  • I don't think there's any way to fully protect assets in the game... but you could easily watermark your games with embedded identifiers - like using a sprite font to say "game made by XYZ", then use the same sprite font to display text in the rest of your game (so if someone were to edit it, it won't make any sense when used elsewhere).

    I know there are hashing algorithms available too, but that's mainly to protect data tables and save-games. I'm not certain anything exists to protect image sheets (since C2 creates sheets from all sprite artwork on export).

    ~Sol

  • You could "cheat" and simply make your projectile do the work for you...

    1. Bullet hits enemy/player

    --- set bullet invisible

    --- set instance variable HasHit to "true"

    2. Bullet variable "HasHit" is true AND is not overlapping enemy/player

    --- create blood splatter (at angle of bullet)

    --- destroy bullet

    So basically the bullet doesn't destroy itself until it's gone in AND out again from an enemy, creating a blood splatter on entry AND exit if you want.

    I'm sure there's some genius mathematical solution to this - but I'm a creative thinker not a mathematician - so that's probably how I'd do it. The bullet is already travelling at a given angle and velocity, so why not use that data and positioning? Faster bullets could create bigger splatters, or whatever... there's a load of ways to use existing data as random variables

    ~Sol

  • I don't think I understand exactly what you're trying to do then...

    If you want to spawn a bullet, or anything else, you can use system expression "create object" or sprite action "spawn another object".

    I'm not sure if your problem is creating the object, or something to do with your variables?

    ~Sol

  • How are you distributing a HTML5 game?

    Most HTML5 games are uploaded to a web server - so nothing can be modified by anyone unless they have direct access to your hosting (or they hack into it).

    I'm not sure I fully understand what you're asking :/

    ~Sol

  • Have you tried the BEGINNERS TUTORIAL yet?

    Most of the questions you have asked so far are answered in this tutorial.

    ~Sol

  • You could also use a single variable, 1=blue 2=purple 3=red - or set it as a string variable and have actually written "blue" or "purple" or "red".

    I have a similar setup with my character blueprint for my project, where the character is made up of about 50 parts and each part can be changed to look differently based on a string variable, for example "Male" or "Female" will change the appearance of parts to be male or female. This can easily be extended to make clothing options, hair styles, or in your case - eye colour.

    ~Sol

  • You may also want to take a look at THIS work-in-progress plugin by Johncw87

    ~Sol

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  • Hahah sounds like a unique and cool idea. Kudos for originality!

    ~Sol

  • This is looking pretty cool already. I've done a bit of work in the past (mostly with construct classic) doing some procedural generation with cellular automata. Maybe to get your sandy shores working you could use some of the methods found in cellular automata to pick where the shore is. From memory I think I did a simple tile type comparion (overlap at offset) to figure out where edges were.

    Let me know if you need any examples... I'm sure I still have my old files around in my dropbox somewhere.

    ~Sol

  • OH man, I'm getting excited! This is looking really cool Gigatron

    If you can't/don't want to mess around with a masking area - I've taken the non-lazy route and doubled up my layers and added some events that move objects/characters/etc between the various layers to be in front or behind the weather layer. It wasn't my ideal solution because it seemed like over-complication and double handling of objects - but it's working now and I should stop being so lazy!

    Cheers for all your effort - the rain and lighting effects look super!

    ~Sol

  • Got a bit carried away and decided to add my beginnings of weather effects

    ~Sol