paulscottrobson's Recent Forum Activity

  • Construct 2 has a fairly basic drag and drop functionality. If this is insufficient then you can code one manually ; my Match 3 game (see blog/github) does a drag and drop but is "hard coded" to touch events.

  • An array is a data structure, spawning an object from it makes no sense. If there is a 1-1 correlation between the array element and a screen position, then you can just use system.createObject using the array element indices.

  • If the sprite is purely visual, have two turrets, one of which is purely visual and doesn't move, one of which rotates and fires but is invisible.

  • I'm not quite sure what you mean by "move the sprite design used for the tilemap in a loop style". AFAICS the tilemap operates like the old memory mapped displays of early home computers, it's an x by y grid, every element is the same size, and each element has 1 tile (or nothing).

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  • As far as I know, a tilemap is a tilemap. However, you can 'con the system' by creating a sprite on top of the tilemap, removing the original, and animating it towards the position you want the tile to move to, then when it finishes update that tile in the tilemap and kill the sprite. So it will look the same, pretty much.

  • I don't know. Probably the best way to test it is to acquire from somewhere a cheap Android phone or tablet and try it. I have a 2 year old 7" Android 4 tablet which cost me about £30, if it runs on that it will run on anything pretty much. Sometimes people have old smartphones they have upgraded, these might make good testing platforms as well.

  • When you pin it, it pins it at the current distance. The problem can occur if the distance or position is moving. In this case, it may be better not to pin it directly, but to have an "every tick" event which sets its position based on the thing it is pinned to.

  • That is very strange - all I did was basically create a sprite in the middle of the screen, and fire bullets in 8 different directions on a keyboard press - exactly the same as yours without the waits, alternating spawn and set angle of bullets ; it seemed to work fine. Are you sure there's not other events firing that affect these bullets ? I think the effect of the wait 0 is effectively to allow other condition/event stuff to be checked while its waiting.

    It seems very strange. My (not that extensive) experience is when something like this happens, it's not a bug, it's some other thing happening in C2.

  • If you looked at my wrote-in-three-hours entry for deception jam at https://github.com/paulscottrobson/Deception there is a scrolling three line typewriter which is very primitive but does work.

  • If you are trying to find unique values (it's not clear what you want) then one trick is to store them as dictionary keys and values, because each dictionary can only have one of each key.

  • If you cannot draw, there are a lot of free resources - openclipart, opengameart and so on. Another approach is to pick a game style where the drawing ability matters less - vector graphic, or 8 bit pixel, or LCD grid (for example).

    I cannot draw either, at all I have had some success using 3D Modelling in the past, because you can do basic simple shapes which can look quite effective (and there are a lot of free 3D models out there) and the modeller deals with subtleties of shading, shadow and lighting and so on.

    Another option which I haven't tried is copying a real drawing - a bit like tracing over it ?

  • Have you tried setting them all initially to disabled and then enabling them seperately ? It may be another problem, I just tried out putting a sprite in the middle of the screen and spawning bullets in different directions simultaneously (e.g. your code without the Wait 0 seconds) and it seems to work fine.

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paulscottrobson

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