sqiddster's Forum Posts

  • I think most mobile screens use a similar standard... Look up the tutorial for creating mobile games with Construct.

  • They sure are... It's just the waiting game now (Although if it helps bump it up the to do list, I could really use 'duplicate layout' also!)

  • use sin(time * modifier) * modifier

    Play with the modifiers to adjust values like speed and distance.

  • I am sure there are quite a few ways of doing this. For 'fruit ninja', for instance, why not have the program create a short-lived 'detector object' every tick while the screen is being touched. Then the fruit could be tested for collision with these particles.

  • haha, the bees are disturbing. Also the sound when you win 'ah.'

  • I love his jump noise

  • Anyway, this is not the main issue, just a sidenote.

    The main problem is how to get the enemy to follow a wall while checking if it has a free run to its target.

  • Yeah, there is obviously that... but I was wondering if there was a way to pick the shortest way to go.

  • Hi, everyone.

    I have tried out Kyatric's great pathfinding algorithm, however it is proving a bit unsuitable for my purposes, for a variety of reasons.

    I have decided to write a very basic 'pseudo' pathfinding code for my purposes.

    The game is a top down based game, with enemies supposed to be seeking the player. The walls are a constant width and do not have any T or X intersections, just bends and straights.

    This is what I am thinking.

    1. Every tick: enemy move at angle towards player (so enemy does not have to turn, don't ask ;) )

    2. If enemy hits wall, move along the wall until there is an oppurtunity to move directly towards the player. go to step 1.

    I am not sure how to implement this within the program, any help? Also, if there is any way to determine which way the enemy will follow the wall in Step 2, that would be great. Perhaps using invisible collision objects?

  • I'd like to enter, sounds like fun, but the game I am already making, plus schoolwork... maybe next time! ;)

  • Hmm, seems fine I suppose. Funny how all the methods for simply making more levels seem so... convoluted...

    I tried your method and I got an error (layout name "layout 1" is being used by more than one layout).

  • This is still bugging me... Since I will have many objects and relatively few levels (within the levels, not much is to be changed, just walls and the like) I suppose I am not too concerned about updating new/changed objects.

    A 'duplicate layout' option would be nice, I suppose...

  • I just realized a small bug. The 'fade out' behavior will always fade out from opacity 100, regardless of the set opacity of the object.

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  • The tools for z-ordering at the moment are quite limited and involve using events to move instances to their correct positions.

    I think a more efficient method and a very nice feature would be being able to specify a specific z-index for each object in its properties bar (akin to game maker's 'depth' setting).

    I think this gives much greater flexibility.

  • This game is cool, however one generally ends up resorting to randomness...

    On another note, instead of a number, perhaps power can be represented by a bar.