paulscottrobson's Recent Forum Activity

  • Look for function atan2 which takes dy and dx as parameters.

  • Your else is indented one too many. If you look at your events, there is no condition on the same indent level.

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  • I would try and use one object and use a key local to you. One suggestion is the thing they use where you have a domain name you own backwards, so you know it's unique - define it as a program constant. Not a good idea to call it "GameData" or anything like that

  • What you could do is produce a hash of the values in the JSON file and when it reloads recalculate it and see if the hash still matches. If one of the values is changed without the hash being updated it then won't load.

    "Construct 2 Business license is €329.99. That is not exactly candy money, if you know what I mean. It's lots of money. For that I get an unfinished, unreliable product which causes more work and headache for me than anything."

    Probably in comparison with its competitors it is about on par. I don't find it "unreliable" and most of the things I've thought were bugs were errors on my part.

    I don't think you know how unreliable development systems are. I used to (professionally) program in a Basic Interpreter that was being developed in parallel. Variables would randomly disappear, GOSUBs didn't etc etc etc. Windows 2.0 development kit was so bad the only way we could figure out how to print was by reverse engineering the baby wordprocessor.

    You don't know you are born, child.

  • Yes .... my bad. I was trying to do it from another family (which doesn't work), but if you use the base object you can access the superclass - thanks for that

  • Is it possible within families to detect what the base type is ?

    Suppose I have two objects enemyA and enemyB and their movement is handled by being in a family 'enemy'. I want these two enemies to run at different speeds, but the bullet behaviour that defines the movement is part of the family. From the base type (enemyA/enemyB) you can't access the family supertype, and from the supertype there doesn't seem to be an easy way to identify the base type (e.g. is it enemyA or enemyB)

    So in the on enemy create, I want to set the speed, but I need to know whether the enemy is of type "enemyA" or "enemyB".

    I have managed to sort of make it work because objects only have one UID, whether they are in a family or not, so I can do pick by uniqueID enemyB where UID is enemy.UID and that picks up an object that is type enemyB.

    e.g.

    Pick by UniqueID enemyA where enemyA = enemy.UID : Set enemyA.bulletSpeed to 32

    Pick by UniqueID enemyB where enemyB = enemy.UID : Set enemyB.bulletSpeed to 32

    appears to work but is there a better way of doing this ?

    Can this be relied on in the run time - that objects have one UID only and that if they are in 10 different familes, the UID in that family will be the same as the UID in the base type ?

  • 1) Use a timer with a random time

    2) Store it in a global variable

  • It's very nicely presented - a sort of upside down Kaboom! It seems to take an awfully long time to load which could be a problem on Wifi, maybe.

    As a game, it seems a bit simple. I know it talks about enemies with 'special abilities' but these need to be visible fairly soon otherwise people may get bored with just clicking on the ghosts.

  • First, check if it exists, if it does, then retrieve it. If you look at my Asteroids source (see link) there's a working example.

  • Probably the simplest is to export the spreadsheet as an array in JSON, and if you need to change it, store it in LocalStorage

  • Well, I would look at the Sprite / Load Image from URL stuff

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paulscottrobson

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