Yanen's Forum Posts

  • Can anyone give an example of how you would do that with an array? I have a similar problem, but I don't really understand what you mean

  • Articles like this are why I find Gamasutra essentially useless. There wasn't a damn substantive thing in that mess, it was a rant from someone who's angry for really no reason

  • This is really cool. I had a similar idea myself, but mine was for a strategy game (so it was more like Frozen Synapse). Using this is in platformer is something completely new as far as i know. The only thing that might get a little frustrating is calibrating the Wait timers, because it involves some trial and error, but i think the idea itself is definitely fun. Also, what i'm calling "trial and error" may translate into "fun" for somebody else; it was pretty fun watching the little dude get splattered when i messed up.

  • So i've been working on this some more.

    I got it so that multiple bullet positions are stored, BUT i'm now having a problem where the recording of the bullets doesn't match the recording of the sprite (the bullets fire out of sync with the sprite's recorded positions).

    Anyone have any ideas about this?

    Here's a demo: http://dl.dropbox.com/u/64045180/TBS/index.html

    ENTER starts the recording

    CTRL fires bullets

    SPACE plays back the recording

    Meanwhile, here's the updated CAPX: http://dl.dropbox.com/u/64045180/TBSTest2.capx

  • I'm working on a turn based game that works as follows:

    1. You enter your unit commands, and the game makes a recording of the movements

    2. Your opponent enters their unit commands, and the game makes a recording of their movements

    3. Both recordings are played back at the same time, hits/unit deaths are assessed/etc

    I've figured out how to record the movement of a unit sprite that is static (ie starts on the layout at runtime). What i'm having trouble with is recording the movements of created sprites like bullets that need to be created after the layout starts.

    I think i'm not understanding how you would target a created array. Right now in my capx, the "bullets" array is the one that stores the movement of the bullets when they are fired. The trouble is, with only one "bullets" array, i can only store one bullet's position, so i need to create multiple "bullets" arrays (one each time a bullet is fired). How do i get access to these newly created arrays in the actions?

    Here's my capx: http://dl.dropbox.com/u/64045180/TBSTest.capx

  • Yanen

    Sample capx

    If you disable the action:"Force update symbol array", the condition:"On get symbol" will only loop 4 times to get all symbol on the board.

    Hey, thanks for the reply. That clears it up

  • Heya,

    Can you post an example of the "Force update symbol" action being used? I'm trying to use it because some symbols are getting left behind unmatched, but I think I might be doing something wrong

  • I've been kicking around an idea for a top-down shoot em up, but it's going to require a splitscreen effect similar to the one Yann made here on this thread. Basically, i need something that works similarly in that it splits the screen when the two player characters move apart, and rejoins it when they are nearby.

    I thought I could just modify the code for the example CAPX Yann linked to, but apparently it's a little more complex than i thought. For a platformer, the code works great, but when you switch to a game that needs to move in the Y direction too, it breaks.

    I have a CAPX here that's hopelessly broken. It is, of course, based on Yann's excellent platformer splitscreen example:

    CAPX

    If i'm close, i think i've figured out that i need 2 canvas screens (one for each player)? I might not be close though.

    Another way i was thinking of that might work is just figuring out how to do a Y-axis (up and down) split screen, and then combining that with an X-axis (side to side) one somehow. Would that actually work smoothly though? For example, the game that I'm working on would need smooth 360 movement. Would i be able to get away with doing a "if player2 is moving up or down, use THIS form of splitscreen" and a "if player2 is moving side to side, use THAT form of splitscreen"?

  • Ohh ok i get ya.

    Thanks for that example, that clears it up

  • Wow! This is just what i needed!

    Thanks so much for this.

    Can you make an example CAPX that shows off the Post Exception String in action? I've messed around with it, but i'm not sure i understand what it does (i can't really see any parts of the maze being destroyed)

  • Just voted

  • Wow cool

    You did a good job on the animations, and controls handle nicely. As far as frame rate, i was getting a constant 59 FPS on my end

  • Does anyone know where I can find a tutorial on random maze generation similar to this one: scirra.com/forum/tutorial-random-maze-generation-1-the-basics_topic36994.html

    It seems that all the links I've tried on that thread are broken/old.

    I've looked at several of the threads on random generation, and i've been able to do some tinkering myself, but I can't really get my head around randomly generating a maze with an array (specifically, how you record where the "miner" object that's knocking down walls has been).

  • Just preordered this today. Can't wait until the 31st

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  • I'm pretty sure you can get all the assets from under the "Bundled Assets" area on the C2 site for free, even if you don't buy a license.

    Here's the sprite packs here: scirra.com/construct2/sprite-packs

    edit: actually it looks like the paid edition comes with more assets (ie you can get some for free, but if you want em all you've gotta buy the paid edition)