SVEDEN11's Forum Posts

  • 7 posts
  • This is a really cool concept. I like the art and the simplicity in the game and would love to see continued development. I think it would be cool if it were a bit faster (though maybe this is due to my phone? I tested it on a Galaxy S5 so I'm assuming there shouldn't be any slowdown). I too had some difficulty understanding the delta time thing since there's nothing that mentions it anywhere that I could find. The game also doesn't seem to have an exit button.

    The controls feel really good when shooting as well, though since there doesn't seem to be anything else the player would need to interact with aside from their own archer, I think it may be better if the player could hold and drag anywhere on the screen to control the angle/trajectory of the arrows. That way they aren't always having to reach over to the archer to shoot, and can more easily see where and how far they're shooting, especially given that this is all happening in real time and you have to be conscious of where you're standing when arrows are coming at you.

    That said, this is really cool and I hope you keep adding to it!

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  • I appreciate the detailed explaination. Let the hand-holding begin!

    I ditched the family approach (though I currently still have me enemies in a family for now in case I need to fall back on it later). I moved all the animations from the separate enemies into one object. I also started delving into arrays and this is what I've got at the moment (the "En1","En2", etc. have the enemy names on my actual array, this is just for example purposes):

    	    En1 En2 En3 En4 En5 	
    rMin    1	2	3	4	5	
    rMax 	3	4	5	6	7	
    HP: 	 2	2	3	3	4	
    ATK: 	1	1	2	2	3	
    DEF: 	0	1	2	3	4	
    SPD: 	1	2	2	3	3		
    [/code:21lthanv]
    
    I was trying to compare the current [b]roomNumber [/b]to see if it fell between [b]rMin[/b] and [b]rMax [/b]of each Y column, which would then create the main enemy object. Another tricky bit is that after spawn, I'm trying to set the animations to be whatever column or "En" was chosen to spawn. Would this be better compared with something like 'Is [b]roomNumber [/b]between [b](roomNumber-1)[/b] and [b](roomNumber+1)[/b]. I'm thinking whichever way I approach it, I'll need to send each enemy that meets these conditions to a second array, then randomly choose from that array to determine which enemy actually gets spawned.
    
    This is currently set to [b]((enSpawnArray.At(CurX,0)&"Idle")[/b]. This is because all of the idle animations for each enemy are named "En1Idle", "En2Idle", "En3Idle," etc. Does anyone know if this is the right way I should be approaching this? I saw this thread:  and am wondering if I should be using [b]enSpawnArray.At(0,CurY)&"Idle"[/b] instead. Any help is greatly appreciated!
  • Wow, ryanrybot. That looks fantastic. I haven't gotten the beta yet, but as soon as I do I'll be digging through that capx. Great job!

  • Thanks for the suggestions, MythStylz. I did start off trying some kind of sub-family system ("famEnemiesEasy", "famEnemiesMedium, "famEnemiesHard', etc) and C2 seemed to treat them as entirely separate objects from those contained in the parent-family "famEenemies".

    I also set them up with variables similar to what you suggested -- famEnemies has two instance variables, roomMin and roomMax. I was trying to make a comparison that For Each spawner object, if roomNumber is greater than famEnemies.roomMin and lower than famEnemies.roomMax, to spawn famEnemies (preferably a random one as there should be a bit of overlap between which enemies are eligable to be spawned using this comparison.

    I'm open to arrays as I'd love to not have this kind of stuff be an obstacle anymore. I just have no idea how to use them to achieve what I've described above, so I would need some detailed assistance. Thanks again!

  • Hi all,

    I apologize if this is too long <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">. That said, I'll try to get straight to the point: I need to know if there's any way to spawn a specific set of objects that belong to a family, and have it be based off of a variable. For further explaination, please see below <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

    I'm working on a project inspired by an Android game called MinuteQuest (

    ). Currently, I have my entire game taking place in a single layout and whenever the player exits on the left or right side of the screen, the player spawns on the other end of the screen and a new set of enemies spawn to give the illusion the player is moving through different screens.

    Right now, there are six invisible objects that enemies spawn from. Each time the player enters a new "room", the spawner objects randomly select between things like "Enemy","Item", etc. and spawn that thing. So far, this has been working fine, but I need the enemies to increase in difficulty and change type as the player progresses through each "room". I'm using a global variable called "roomNumber" to measure this that increases/decreases each time the player exits the screen to the right/left respectively.

    So, essentially, I need something like this:

    Enemy1 can spawn in "rooms" 1, 2 and 3.

    Enemy2 can spawn in "rooms" 2, 3 and 4.

    Enemy3 can spawn in "rooms" 3, 4 and 5.

    ...and so on.

    Not sure if this will translate well visually, but imagine the [Enemy] represents the range of rooms I would like them to spawn in.

     1.2.3.4.5.6.7...
    [Enemy1]
      [Enemy2]
        [Enemy3]
          [Enemy4]
            [Enemy5] [/code:2k3ygpox]
    
    This is currently what I have:
    
    [img="https://trello-attachments.s3.amazonaws.com/55497989501cd5e8db426309/964x317/005f5e8a05db3b5ec690a1b33954d961/forums1.JPG"]
    
    I've been using Construct 2 (as well as Construct Classic) for some time now. That said, I am extremely visual and have a very hard time wrapping my head around some of the more abstract concepts such as how arrays/dictionaries/hash tables/etc. interact with Construct 2. This also extends to picking families as well. I've looked through many, many posts/tutorials that try to explain this, but it's just not sticking so I'm hoping someone can show me or at least explain how I can apply these concepts to my own project. Rexrainbow's plugins look to be extremely powerful and may be just the thing I need, but they are also very advanced/abstract (to me anyway) and go right over my head.
    
    Hopefully what I'm trying to explain makes sense. I can try to take some screens  and I really appreciate anyone taking the time to assist me with this. Just please know if it involves tables and stuff like that, I may need a fair bit of hand holding until I get my legs.
    
    Thanks in advance!
  • No ideas? lol

  • Hey guys, I've been wracking my brain for the past couple of days trying to find the best method to implement a movement/dash system very similar to Dojo of Death (I can't post the link because I just signed up, but you can find it on congregate.com). I would like to use this as a spring board to test out some other ideas I had and expand on this system.

    That said, I know I need to have event telling the player to constantly move toward Mouse.X and Mouse.Y, but am not sure which movement type is best for this (8-Directions, Custom Movement, Physics, etc.) and am not code-savvy at all.

    The other issue is implementing a dash system like DoD's, where the player decelerates instead of it being a constant speed, and also seems to come to a halt before continuing to follow the mouse.

    I came close to what I wanted using physics based movement and applying force every tick toward the mouse, as well as applying a larger amount of force when clicking for the dash, but I feel like there's much better ways of doing this.

    I would submit a capx file, but have barely gotten anywhere with this so there's not really anything to show. If anyone has any ideas of advice on how to do this, it would be greatly appreciated. Thank you in advance.

  • 7 posts