UberdroidGames's Forum Posts

  • AWESOME!

  • I've read the advanced tutorials on events and I'm still kind of not really clear on how to handle say, sprites of the same type/family colliding with each other. The event system narrows down lists within a type or family, but how do you come out with 2 things colliding of the same type?

    I do it by having them in 2 different families, but it's awkward. Is there a better way to do it?

  • Seems like 30fps is pretty playable. Maybe not ideal but certainly you should be able to play a game at 30 fps. 12 fps .. now that's unplayable.

  • Not just for fighting games. I have hitboxes for large spaceships that are a huge pain to program and would be very simple if you could have multiple collision boxes for a single sprite.

  • Like a "sync" or "drawscreen" command in the middle of an event or loop?

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  • Oh I see basically run through twice... and have a flag to see if it's the one from the loop. Problem is you're still in the loop so within that loop only 1 family member can really be picked at a time... but a function frees that up and creates a new set?

    If I have an event that says pick only THIS ONE member of a family...

    then within that a sub-event that calls a function that picks from the same family... the picking starts over again within the function's events...hmmm.

  • If I have a foreach (family)

    I want to pick the closest other member of that same family and put it's values in the current foreach family member...

    How do I pick the closest (or based on whatever) family member and distinguish it within that loop from the current iteration family member when they're both the same family? Within the loop only one is picked... if I say "pick all" will it break that loop?

    What's the best way for family members to pick each other?

  • I changed the game mechanic to click and hold down for aiming and power, then click again to shoot. It was impossible to do timed shots otherwise so too hard! It's much better now.

  • What would be the best way to have hills in a top-down minigolf game using physics? I was thinking about an invisible sprite that just constantly applies a force in a certain direction to anything overlapping it. Is there some other way that would make more sense?

  • Ooo that's a good idea! I may keep the pointer alive before you touch or click in the next go-round.

    Thanks so much! it's great to hear people playing through the levels! I'd like to make more.. I actually tried a "drag" thing at first, but the problem is if your ball is by the edge of the screen you can't drag it back enough.

    Also I want to implement "hills" but I'm trying to figure out how to have objects that act as physics pushers or pullers.

  • Thanks! It's only getting 2 stars right now I think because the first level is too hard. Gotta let em in easy.

  • I published my old game Haunted Mini Golf at Newgrounds... my first Construct 2 project! And one of the few game projects I actually sort of completed!

    http://www.newgrounds.com/portal/view/644232?updated=1

    Enjoy!

  • YES me too! I end up making a function that takes an expression and does that. It would also be nice for doing boolean math that way too like "X=X-(object.mirrored)" or something.

  • Next I'm working on a starmap "maker" so players can make their own entire constellations of mission scenarios... and I have to use the same interface to make the original. Hey I don't make the rules... oh wait I actually do...

  • Working on the starmap... how you get from one level to another.

    Here's a video:

    http://t.co/pZ93iloQCM