tonycrew's Forum Posts

  • I may have a go at this....

  • ok here you go

    mediafire.com

    just incase another link.

    dl.dropbox.com/u/44766364/RollerBallB1.capx

  • Ok i have a event every 1 seconds add 0.1 to global variable Speed,

    And have every tick set text "Speed: "&Speed but it keeps disapearing and sometimes reapears, it always dissapears at 0.2 and reapears at 0.4 then dissapears again.

    if i set "Speed: "&floor(Speed) it stays there displayed but obviously is rounded to an int so it only updates on whole numbers. And if i put "Speed: "&float(Speed) it still dissapears..

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  • Thanks don't i feel stoopid now thats so simple Doh!

  • Ok i have a score system that works by how long you survive, So every 0.5 seconds it adds 1 to Global Variable Score, When you die how to i make it stop as the variable just keeps adding to itself..?

  • Wow thanks for this it's excactly what i was trying to achieve, was thinking about, Pilot Wings on the SNES years ago, and wanted to have a go at creating something similar, i know it used a Mode 7, but i thought sprite scaling and rotation would work very similar.

    Is there a way of doing sprite scale and rotation..? Say you was flying INTO the screen things would scale and rotate individualy.

  • Ok what i've done is add some square sprites, then created a Global Variable called "Zoom", Told the system to add 1 every 1.5 seconds, Then every 1 second Sprite Set size to(sprite.width&Zoom, Sprite.Height&Zoom)

    But all that happens is the sprites dissapear...

    I was trying to give a topdown sky diving effect as the objects get bigger.

    dl.dropbox.com/u/44766364/Zoomtest.capx

  • Thanks for the reply, i'm thinking of using GraphicsGale to make all the body parts etc as it's fairly easy to use.

  • A couple of questions, i just bought this and can't wait to start using it, am i right in thinking that because i bought this now, i get v1.x free..?

    Also tweening is the thing i want most...

    And how much are the art packages going to be...?

  • Yep, so instead of writing code for each of your friendly units, you can write one piece of code for all friendly units. Trust me - they're necessary to make an RPG a realistic project.

    Well that suites me i hate arrays anyway.. hehe :)

  • Well it depends on the system your using, i'm not sure of the fullness of arrays in Construct, but yeh it's a good way or organising, i myself haven't used them much since.... years ago in C++ when i was at college. if you was coding in a language, arrays can be used in whatever way you choose to use them.

    They are efficient as well, my son uses them in MMF2 Dev to make level editors and load and save prgress in games, and yes you can create levels with them, but like i said i dunno how much you can do in C2 with them, i ain't used them myself.

    But for RPG arrays are used alot, i myself have done rpg type games using variables, but say you had a multiplayer game online with alot of users, arrays are better for storing each players data... TBH i'm not an expert and there's better people on here who can give you more info.

  • We need families first before an RPG is realistic. I hear those will be implemented soon, though. :D

    Well i'm new to Construct so haven't really experienced the use of families, what do they do..? are they like Giving certain things like categories..? so apples,meat,bread would belong to FOOD category and Wood,Rock,Metal would belong to Materials...?

  • Haha Arrays stump quite a few people but they are not that difficult once you start to use them, Basically to put it as easy as i can to understand, it's like a table/grid of data, so can be used for inventory stuff as well as alot of other stuff, and you can have small arrays or large depending on what your doing.

    Say you want to store data for an inventory or set of item's for your player lets say 5 items you can have a grid/table 1x5 to store the data in.

    so in that array you could store Health,Money,Wood,Gold,Potions, etc you get the idea now, arrays can store numbers or text (int or string).

    there's some basic info here scirra.com/tutorials/40/basic-loops-and-arrays

    hope this helps a bit..

  • I don't see why it can't be done even at ths early stage, we have Arrays which is great for use in RPG's, Really most RPG's are Variable and Array run to store and retrieve the data,

    Mouse Over and click work great together so far and goto mousex,y works ok, so the main parts for an RPG are there just waiting for someone to build one.

  • Just as a note about difficulty it's quite hard for me to try to get this at a good curve, I have tried to make it so that all the levels have more than one way to complete the objective,

    Level 3 has 4 ways of doing this angle 172 power 240-255 and just time it so the moving plat is just starting to move the other way and the spinner is vertical and EVERYTIME you get the ball in 10/10, But the other way is power around 40-50 and bounce the ball off your ledge into the rotating spinners and it should drop in nicely depending on timing of moving platform, not 100% guarantee though, another way is to have power around 90 and aim at the 2nd spinner as is comes round just before its vertical and it riqochets (dam spelling) nicely in. Or at around 48 power you can if timed correctly just shoot the ball in, in an arc sort of fashion, i call this the beckham shot (hehehe).

    You will find that ALL the levels have EASY ways to accomplish the task.

    But i'd like to hear what Order you think the levels would be best to go in from easiest to hard.

    Just a note on how i design the levels, i put the firing point in and the exit point, and try firing the ball in, then i put obsticles in the way, some help and some hinder, i then test that i can do this and take it from there.