Chris PlaysOldGames's Recent Forum Activity

  • Cute game. I like the style, you do the art?

    I noticed one minor problem. If you jump you cannot jump again until you move.

  • Start by not opening multiple threads for the exact same topic...

  • I threw together a .capx file for you. Its kinda late here so I didn't have time to comment it much. I think you can figure it out though its pretty straight forward.

    All it does is call for a random spawner object (one of 5) to spawn a random piece of 5 fruit every 3-4 seconds. The fruit and floor have physics so they fall and bounce but you can give the items bullet behaviors and set angle to 90 and whatever speed you like and do an on-collison or overlap with floor instead.

    Hope it helps you see one way to put together multi-items selections without the complication of arrays.

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  • Let me start by saying, very neat idea and fun game.

    I took a look at it and got it working for you. The problem with the way you were doing it is that you were creating the sprite that made the orb but never destroying it. Yes, you had it set to destroy outside layout, however, it never technically left the layout. It just kept growing and growing and growing....

    I used your explosion variable and set it to 0 at start then had your hitpoints >= 6 event turn it to 1 which triggers the orb then waits 2 seconds and then destroys it and sets explosion back to 0. I also reset the explosion variable if you die and reset game, this way its always ready to be changed by bomb trigger event.

    I didn't like how the original 4 instances were always coming on screen at start of game from same place so I corralled them for you where they are terminated when game starts (they only have to be present when level is loaded). You can always free them and delete the kill sprite if you don't like it.

    Since I played the #$^% out of your level to test my work (and its kinda challenging if you miss the first 5 red orbs) I have the following critique:

    1. When I made red orbs worth 2 health to make debugging easier it seemed more fun... maybe make them worth 1.5 will feel same and work with existing art. Try it and see what I mean.

    2. With the enemy orbs never destroying themselves it eventually gets too crowded to move, maybe make a % chance when two orbs of the same color collide they destroy each other.. this might allow player to last long enough to set off more than one bomb.

  • Do you have a set color, or colors you want?

    If you know the color you want it changed to you can make a new frame for the sprite in the new color and then change frame when the new colored sprite is needed. You could have as many colors as frames you wanted.

    If its more random then you might have to use effects.. but not up on their use.

  • At least you didn't pick make an RTS as the game you wanted to ma.... oh wait, nevermind...

    [quote:3a15sdd3]1. How to make a manual in-game click and drag selector (to highlight units)

    Try making a sprite set to low opacity that is set to visible with mouse click and drag, have the sprite scale large with the drag event and then have an "is overlapping selectionSprite" in everything that can be selected.

    [quote:3a15sdd3]2. How to make a manual character panel for each sprite

    Not sure what you mean by this.

    [quote:3a15sdd3]3. How to make multiplayer engine (Having a hell of a problem on this)

    This is like going to NASA and asking "How do I get to Space?"

    There are several tutorials and example .Capx on these forums for multiplayer but this will be your biggest hurdle.

  • On a whim I decided to try and make a turn based strategy/board game movement system without using arrays, grids, or tilemaps.

    It turned out to be quite a bit of fun.

    I am trying to figure out the best combat style right now and can't really decide on what I want. Each unit has either a melee detector or a ranged combat detector (or both for archer) attached to them and if it is overlapping enemy then they can attack it as it currently stands (I removed enemies in the example below since they aren't done yet). I have several ideas on how to implement it but would like opinions on what people expect for a turn based game... should cursor turn to combat icon if a unit is selected and detector overlapping an enemy and then calculate combat when enemy clicked.. or should I have a popup window with stats and a "battle" button come up when units can engage... no idea is to crazy. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    If you would like to see how it works thus far then click the link below.

    Drag the units you want into the starter squares (light green) and then click "Start". If you drop one without placing it, it will pop back to where it began.

    As it currently stands once you click start you can no longer bring in reinforcements as they are grayed out now.

    Depending on the movement style you have selected (allow angle or 4-way only) you can now click a unit and see where it can legally move to, once you click where you want to move it will go there. If you decide not to move you can click the small cancel icon that pops up on a unit when it is selected.

    Once you have moved all the units you want you can click "End turn" to reset their movement to begin again. There are no enemies yet so end turn just reverts back to you for now.

    The "Reset" button does just that, resets everything like it was when you loaded in.

    The Forest and Swamp overlays cost additional move points to enter. Forest I think cost 1 move and Swamp 2.

    The black squares are just to demonstrate squares like Mountains and other unaccessable squares.

    The units have the following movements:

    Infantry: 3

    Archer: 3

    Cannon: 2

    Ugly ass Horse: 5

    https://dl.dropboxusercontent.com/u/234 ... index.html

  • Ahh ok thanks

  • [quote:3rl6g7tj]One is to give the the object the bullet behavior and add an event like this:

    Every tick

    --- sprite: rotate 10*dt degrees toward -90

    Is the *dt necessary in events using a movement behavior, they already include it in the behavior movement according to Ashley's tutorial on *dt that says using it in behavior controlled movements could actually make the event framerate dependant again. Or am I misreading this...

  • If your intended movements for your enemies (aside from the going over objects) is the same as the tutorial then if your not getting the same result as the tutorial you need to redo it because the tutorial is correct and works.

    As far as "go over objects" this is an extremely vague expectation. Exactly how would you like them to go over objects, overlap, climb, jump, and what are these objects; solids, sprite, other enemies? What is your gameplay top-down like the tutorial or other?

  • If your using an every x seconds (or fraction of a second) condition it already has framerate independence.

    https://www.scirra.com/tutorials/67/delta-time-and-framerate-independence

  • Bullet can be used for most anything

Chris PlaysOldGames's avatar

Chris PlaysOldGames

Member since 22 Aug, 2014

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