TELLES0808's Forum Posts

  • I think you'll need to deal with arrays and variables.

    An inventory sample is placed here, it may help: scirra.com/forum/forum_posts.asp

    scirra.com/tutorials/244/rpg-inventory-drag-and-drop/page-1

  • http://www.thefreedictionary.com/nth

    th [?n?]

    adj

    1. (Mathematics) Maths of or representing an unspecified ordinal number, usually the greatest in a series of values the nth power

    2. Informal being the last, most recent, or most extreme of a long series for the nth time, eat your lunch!

    to the nth degree Informal to the utmost extreme; as much as possible

    I mean it's like to say, the last "number", the higher, the most recent.

  • And you still needing to avoid sorting the entirely canvas, because of performance issues: Post about it here

  • I always come here to check if the post still alive ^^

    A plus need to be added here:

    If you have enemies overlapping each other, you'll need to check their own.Y and use the solution of sorting them behind each other.

    I was thinking in make an instance variable and call it by Z, them, check their.Y and sort on the canvas. You can also check if the object is displayed on the canvas, saving CPU ^^

  • Oh, my. I've never thought about that shadow thing. I need to check it out tomorrow when I have time. Thank you so much.

    Yet you didn't answer my question. I was talking about the walking enemies that overlap each other and doesn't go behind others when walking higher (farther) on the level. I just realized that whenever 8-directional object moves, it comes on top of the layer. Or so it seems. I'm not completely sure, since it could also be the action that I made for player's depth. I can make the enemy go in front or behind player sprite, but not other enemies.

    I can't really share my CAPX because it's full of graphics, test stuff, debugging etc. Pre rendered 3D stuff with lots of frames ;)

    If your shadow is placed for enemies too, they will not be able to overlap each other, by checking their shadow.Y and collision polygons ^^

    Read more here: http://www.scirra.com/forum/rpg-games-and-the-overlapping-issues_topic51274.html?KW=rpg

    Also, you can know what enemy is behind each other by checking their ID. You can easily make an ID as an instance variable on creating or on placing the enemies on the Canvas (this way, just fill the ID on the instance right after placing them)

    Needing to know more about how to know what shadow is hitting with what shadow, you can check this little talk, it's a plus and you'll need it on the future: http://www.scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

    ^^

  • Congrats! Awesome news, but it's only for mobiles? ^^

  • Hello everyone,

    I'm new to Construct2, and I'm trying to create the following behavior:

    - Create a new object each 0.5 seconds

    - If I've reached 10 objects on screen, remove the first one.

    what I have:

    - System.Every 0.5:               Create object Obj

          System.Obj.Count >= 10

          System.Pick-nth-instance Obj(0)     Obj.Destroy

    I hope I wrote it in an understandable way.

    What I'm trying to do is get the first Obj instance and simply destroy it.

    Thanks!

    Also, it may help you: scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

  • I always use the same system as "Castle Crashers" and "Final Fighter", and any hack and slash game, by doing a simple 8 ways behavior on a shadow, instead of the player, so, the player instance is a simple sprite, and the real player is the shadow. When the player jump, it check it's Z from the shadow. Simple, efficient and large used on the game industry.

    You can also detect the damage by checking the collisions on the player sprite, leave the shadow for movement purposes.

    Edited:

    I think my explain was not so clear to understand. Let's try again.

    • Make a shadow in one instance, also, it can be a invisible object;
    • Make the player instance, place it over the shadow and update its coordinates relatively to the shadow.
    • Instead of making the player really jump, make it jump only relatively to the shadow. So can do the jump using math or using the platform behavior, pinning a solid to the shadow (it's not the best practice).
    • Any other things like the damage masks, collision masks (with other objects and not with the scenario X and Y limits) you'll pin on the player, not on the shadow, but the collision masks, you'll pin to the shadow, so, your player will not be able to walk out the scenario limits.

    If you have a CAPX to share, we can work on it and may help better than an explain.

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  • Ashley

    If possible, include:

    - Check last saved state (it will make easy for beginners to make a "Continue" button);

    Our Brazilian Community will wait til the feature get alive before release some games, instead of working on a complex save system too ^^

    Thank you!

  • unpin, move, pin again.

    If you have difficult on knowing what car is pinned with what shield, use instances variables.

    You can learn about them here: scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

  • >

    > 2) The ability to move global variables to another event sheet. As my game grows and I split code out to separate event sheets, I find my global variables are stuck in the sheet I created them on (since moving them deletes all the related nodes). I'm wondering if I can mess about with the XML files to do this...

    boolean: You can already move the variables.

    When you cut them, indeed, actions and events related to those disappear.

    But once you paste them in the destination events sheet, they all reappear.

    Magic !

    You can't simple make a event sheet, calling it by "Shared Global Variables", with all yours global and import then on every "Stage Event Sheets"? I do this way and never worried about. ^^

    Nice ideas, and the mapping keyboard is really the best suggestion here.

    I was doing a huge system to check the last pressed and set it to the selected input command, but this way I limited the player to press only the offered keys on the list =\</p>

  • dl.dropbox.com/u/19702035/cuttest.capx

    Here's a commented example showing it off. Unfortunately, making the cut at an angle (probably) takes some math which is just too extreme for me to be doing at 6 in the morning. <img src="smileys/smiley36.gif" border="0" align="middle" />

    Edit: I actually just thought of a simpler way that cuts out all the math! But now I'm passing out on the couch, so gimme a few hours and then I'll do it

    Nice example ^^

    Looking forward to see the complete sample file!

  • In your bottom layer properties, set transparent to YES.

    Ohh, awesome, I didn't know about it!

    Now we can make games overlapping a whole page, like the "Dungeons on the Forum", an old browser game playable on any page. I hated the game because my page was too hard to save the survivors, but the idea never died.

  • Man, I can't understand your phrases and what mean &&?

    Also, if you need help with a specific item, share the CAPX on the post and ask one question by time, it may help you get helped faster.

  • You may do it by the easiest way.

    • Make the head and 2 or 3 body parts;
    • Set the origin point of each image to be at bottom or right, or left, or up, but keep the same for all of them;
    • Add a new point on the opposite side;
    • Set their X and Y origin to match the second point of the sequenced body part, example, the first body part will pin to the head, then, ahead;
    • Make a number instance variable for the body parts and call it by "ID";
    • The body parts and head on the canvas, you'll set their ID manually, but each time the snake eat a apple, you'll need to add one to the ID count and set to create a new body part, attaching it to the body part with the ID-1;

    You can improve it by doing a tail on a new frame animation for the body parts, and checking if it's the highest ID, if so, change its sprite number, also, make the animation speed to 0.

    For more information, please, read this tutorial, it may help understand how to get a specific item on the canvas and for future projects! =]

    scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail