TheSynan's Forum Posts

  • I'm excited! I'll send you a PM. Hopefully more people join, a good team can pump out something amazing in 10 hours.

  • I don't even remember making that complicated string.

    Here is something using that to grab the name from the Instance variable, and then use that same number to set the frame number of a spawned sprite.

    Thanks!

    I'll try this when I get home. I've been thinking about this for a few days and couldn't figure it out. I love the idea of having a mob drop standard items and limited health potions or power-ups. This makes it simple.

  • Interested for sure!

    Does the clock actually start at the beginning of planning stages or only during the 'work' phase?

    Also, is the 10 hours accumulative between all participants total or does everyone get their own 10 hours chunk..?

    I've been looking to join a project, let me know the details and If I make the cut.

    Thanks.

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  • Ok, here is a capx that does it in one event.

    https://dl.dropboxusercontent.com/u/854 ... mLoot.capx

    I was going to get fancy with ranges for the random values but did it the quick way, so the instance variable for the choice is like:

    "0,0,0,0,0,1,1,1,2,2,2,2,2,3,3,3,3,4"

    it grabs one of those numbers and uses it to grab that number out of a string of loots:

    "gold (5-10),sword,armor,shield,diamond"

    so there is one out of 18 chance for a diamond.

    You can change the amount of numbers to increase odds, it counts how many are there before choosing.

    The number of loots is determined by the number it pulls, so if you have a 5, there should be 5 loots, or it will grab number 4 instead.

    Edit: if you don't want to download, the event:

    On Touched Monsters | Set Text to tokenat(Monsters.loottype,int(tokenat(Monsters.Chance,random(tokencount(Monsters.Chance,",")+1),",")),",")

    You mentioned a loot table, if you want to point at those directly, you could drop the loot string, and put the numbers for your loot table instead.

    I.E. Monsters.loot="21,21,21,21,21,34,34,34,8,8,8,8,8,36,36,36,36,36"

    loot = int(tokenat(Monsters.Chance,random(tokencount(Monsters.Chance,",")+1),","))Paradox2013-08-29 09:31:21

    How would I make this spawn an item?

    I tried using compare instance variables and setting the LootType to numbers so if "1" then spawn another object but it didn't work. :/

  • This is a super fascinating topic, can someone post a working CAPX to show the theory? I understand what you're trying to do but I have no idea how to build it myself. I'd love to see the guts if someone is willing to slap something together

  • I'm looking for an artist to add flesh to my game. This will be an adventure for the both of us, and what I mean by that is we should view this as a fun collaboration rather than a monetary venture. I won't be able to pay much if at all until the project picks up speed. I plan on kickstarting my game after it's completion and the artist will be paid from those proceeds. We can talk percentages in PMs but I'm more excited about getting a game out there than money.

    If you're an artist and feel like applying for this adventure send me a PM with a link to some recent work. I've listed some targets that I'll be watching for below.

    • Need to be able to communicate well. If something doesn't work I would like to be able to discuss the changes within the week rather than a month later.
    • Need to be able to understand and demonstrate movement in characters. I want to make sure the player character movement is as smooth as the engine. (spriters know what I mean )
    • Need to be able to create tiled layers that can be seamlessly repeated, for ground, floor and wall images.
    • Need to be consistent with the art style.. I want you to assign an overall feel to my game and maintain that same familiar feel throughout.

    This beautiful community has amazing talent and I don't want anyone to feel left out, all art styles welcome!

    Thank you!

  • Just use two conditions:

    Make the first one:

    System:variable >= 50

    then 'Add another condition':

    System:variable <=100

    That would work for two plots on the number line, but what If I need to use three or four?

    I might end up using only two but I really wanted a little more depth. Is there any other "simple" way?

  • Gosh I make so many weird posts haha.

    How do I compare a variable based on a set of numbers? instead of saying = to or < 50 I would like to put something like = to 50 through 100.. so any number between 50 and 100 is acceptable.

    The reason I ask is because I want to have a scale of 1 through 100 and I run in to problems when I have three or four <numbers on that scale.

    Thank you!

  • You already have code to test whether the player is wall clinging with your wallcling boolean, so you can tie in setting the "Wall Slide" animation to when "wallcling" is true.

    For the rest it's just simple checks of what the player is doing, basically what I have in the image attached. The checks may change depending on what other things you might want to include, depending on the game, but as far as just getting that group of animations to work this is all you need. Some of what I have might be redundant, but it works.

    Does this work?

    I will try it now but I'm sure I tried this... The animations just cancel each other out..

    I'll try this and come back haha, thank you!

  • I've been working on a game with wall jumping, not the main point of the game but a feature I really enjoy but I can't get the animations to work.

    I found this thread viewtopic.php?f=147&t=80409&p=757794#p757794

    and asked the author for assistance but I thought I might open it up to others and see if someone has a creative solution.

    I want to assign a different animation for idle, walking, jumping, falling and wall sliding.. you'd thing one animation out of the normal set wouldn't be so difficult but wall sliding is technically "falling" as far as the code is concerned and I have no idea how to trick it in to seeing the difference. I've tried a lot of things and I'm just not that good at C2 yet.

    I've also pasted the CAPX below.

    http://dl.dropbox.com/u/45198/MMXWallJump.capx

    Thank you.

  • I made a quick MMX style wall cling/jump example it has comments documenting it.

    http://dl.dropbox.com/u/45198/MMXWallJump.capx

    its not perfect but it should help anyone who wants to do something similar.

    This is fantastic!

    I've been playing with it for an hour or so and I was wondering if you would be able to help make animations easier.

    I've been trying to use "else" type functions to set the animation for idle, moving, jumping, falling and wall jump "sliding" but the sliding animation is not playing well with the falling animation.

  • NNGS

    Try this:

    https://www.copy.com/s/vL1UaF3d2BEX/MeatBoy%201.1.capx

    Is there a way to simplify this and use the normal platform arrow keys? Seems to be a ton of code, I can't even understand how it works haha.

  • Add an instance boolean(false) to the player, when it collides with the verticle wall make it set the instance boolean to true (So it can jump again); next Do keyboard.input.spacebar check to see if the instance boolean is true every time. Also make the ground change the boolean to true so it can jump after it lands.Rozen2014-02-11 22:53:10

    Nice, I like that idea. I will give it a go and see if I can make it work, but a capx would be awesome haha. I understand the theory but my skills in C2 are still dull.

    Thank you!

  • I know there is a tutorial on Rotary type gravity based games but this seems to implement something else.

    I've pasted a link to the video example below. The gravity transition is really smooth, I'd love to utilize something like this in a project.

  • I was just setting up my Clay.io account for leaderboards and I saw that you can add advertisements with payout options.

    Has anyone done this and have the time to share their experience?

    Thank you.