sqiddster's Forum Posts

  • Hi, I am sqiddster.

    I still build with lego and am proud to admit it ;)

    I find construct to be the best game design program that does not involve coding. The only reason that Game Maker is not out of business is because people don't know about c2. It really is leaps and bounds in front of the competition, and not even finished yet.

  • Looks good, a few things to note:

    1. making the cursor invisible is a good idea, however realistically it ends up being very annoying as you 'lose' the mouse off the sides of the screen frequently, losing control of the paddle. You will have to make the cursor visible.

    2. Perhaps increase the amount (if there is any) that the ball bounces depending on how far from the centre of the paddle it hits (hard to explain but it adds a lot of gameplay)

    3. Will you post the unicorn dust to me, or shall I pick it up?

  • I thought Kongregate actually had support for HTML5 gaming... hmm, oh well. If they end up supporting it, An API for kongregate within C2 would be amazing (almost as good as your phonegap integration ;) )

  • Scirra generously gives you three sprite packs to play with (one if you do not have the Early Adopter full version). I THINK that these are legal to use in any games, but I am not sure.

    Otherwise, google it. I am sure there are many royalty free sprite packs if you look hard enough.

    Otherwise make your own sprites with programs like photoshop, paint.net or GIMP.

  • Come up with your own characters... there's no need to copy other company's designs.

  • if ball.count = 0

    go to next layout

  • Make the empty grid an array. On start of layout, fill the array with numbers 1 - 6 in a random order (not sure how do do this off the top of my head.)

    If you are not familiar with arrays, there is a nice tutorial for it in the tutorials section (you will need to be familiar with loops to fill the array).

    Now, it is easy to get which card is at which position. use the command array.at(x,y).

    A rule of thumb to help you: when you have a grid, more often than not you will want an array.

  • If you want to be legal then yes.

  • It's on the to-do list, I believe (hopefully closer to the top ;) )

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  • Yeah, particles are not that hard to do.

  • Yeah, that would work fine.

  • We need to see your game or we will be shooting in the dark. Post a .capx.

  • Hmm, I thought arrays could only hold string and number values...

  • Just do what you said.

    on enemy hit:

    enemy: spawn 'physics_enemy'

    enemy: destroy.

    physics_enemy: apply impulse.

    on physics_enemy velocity < threshold*:

    physics enemy: spawn enemy.

    physics enemy: destroy.

    *threshold should be a relatively low number, a speed of almost stopping.

    I think that's correct, I have not had a play with physics yet, but I suppose that would work.

  • At the moment it is not really possible. I believe that increased functionality in this area is on the todo list...