Jayjay's Recent Forum Activity

  • Ketoulou

    Yep, Html5 is the death of Flash, and there's blood in the water.

    Not so sure we can say that yet, Flash is still most popular, and HTML5 is technically not finished.

    One problem is that if they don't get WebGL, or a similar standard, for 3D then Flash/Shockwave can still take over this area of the web market.

  • Like that pixelly retro look =] Only difficulty is that a zombie killed me in the first 3 seconds, really needs a restart layout option soon =/

    Otherwise, game is looking great =D

  • Enjoy =D

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  • Well, clicking the X at the top of the window for the second layout works fine, so you may need to leave it as that in the mean time. I'll look into another solution for you, and post it here if I find one.

  • Rather than move the player, why not use animation frames to move the gun back with image points? I think actually moving the whole player or screen is better left for explosions and rockets only.

  • Can you post a cap showing us what you mean?

  • Yet another question (yep, I am really new <img src="smileys/smiley36.gif" border="0" align="middle" /> )

    in the formel (or script, whatever it is called) it says 'grid' and when I am trying to replicate the line it tells me to define 'grid', what should I type? haha

    floor(MouseY/global('grid'))*global('grid')+global('grid')/2

    global('[text]') means the global variable [text]. In this case, it's trying to make a new global variable named grid as it does not exist yet in your project. Global variables stay at their set value between all layouts/levels so they are basically named values. However, you can use events to change the value if you need to.

    In this case, you can replace the whole global('grid') section with a number size that you want for your grid size, or go ahead and define it.

    Hope that helps!

  • newt

    I'm not sure what I'd be looping in this case to pick the correct object when there might be multiple instances of it on screen?

    Jayjay

    I knew about the Create Object by Name, didn't know it did that though. It'd be useful if it were just a few guns and all I was doing was a quick Power calculation, but I'm also setting a Character ID, an Attack Type, and an Element, and doing a further modifier on the Power in the case of a certain status condition. Also, your suggestion pretty much equates to the same thing as Example B, except it'd be a bit more unreadable having it all in one long event due to the amount of weapons and variables that are to be involved.

    Ahh okay, well then Example B is the only option I guess, if it was a simple 1 line calculation for each it wouldn't be so bad.

  • There is a system expression that reads like "Create by name", use that and then put an action for each type of gun to set its power to the math you use. For some reason this only selects the object you just created, might be the way "Create by name" works.

    Note that actions which apply to a family the object created by name is in do not affect the created object. Again, I don't know why.

  • Thanks alot. That solution seems simple but it works perfectly. Guess sometimes you don't see the most practical things too quickly. <img src="smileys/smiley4.gif" border="0" align="middle" />

    No problem, glad it's working out <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Pretty cool, maybe add an animation so that your sword gets blood on it after killing a zombie for a few seconds.

  • Global variables remain the same between layouts, so if it goes up to 5 it will stay that way as long as the game is open, or you use a "Set global variable" action to change it.

    However, the default value only applys when the program first starts. So no, chaning the default value of a global variable is not possible.

    You could just try having another global variable called "defaultshield" and then on the start of layout set "shield" to "defaultshield". Then you just increase defaultshield to 5 as well as shield.

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Jayjay

Member since 18 Mar, 2008

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