procrastinator's Recent Forum Activity

  • Yeah I tried my shorter methods, and they don't work. The collision sets the vectorX to 0, which is kind of obvious ;p

    Your method seems more sound though.

    They'll not affect game performance by much, if at all.

  • I haven't toyed too much with the platform behaviour, but you should just be able to set a variable to be Vector.X every tick. Then when checking for a collision, just check if that variable is < 0 (running left) or variable > 0 (running right).

    Also, you could just do..

    If collision

    Vector.X = - Vector.X

    that should bounce the object in the opposite direction at the speed you were going.

  • You're trying to deactivate groups that don't exist (formation1 and formation2).

    At the end of the Destroy group, add a blank sub event and set group destroy deactivated. At the moment, the destroy group is activated then it's left running every tick. The blank sub event with the deactivate action will execute the events in the group once, then deactivate it.

    Is that what the problem is?

  • Just create invisible sprites that match the size of the text and check those for collisions. There was something to that effect done a few days ago, but cannot remember the thread... if I do I'll point you to it.

  • I have something working, but the tracking questions already asked is a bit buggy. Let me fix that either tonight or tomorrow (my sense of logic is out the window right now) and I'll put it up for you. If you want as is, let me know.

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  • Yeah arrays are your best bet. I've done slots prototypes in other languages, but never in C2. I'll have a bash if I get the chance as it's something I need to get going for myself anyway.

    Also, don't blur each image. It looks way better to take an actual full reel and blur that. Then when spinning is started, just place it at random positions up and down the reel. You'll need an overlay to hide the "unseen" part though. I'll knock up an example if you don't understand what I mean.

  • I've seen great game graphics from different people who've done graphic design and fine arts so it's hard to say which would be better. I guess if you study either one very hard as well as applying what you learned to the digital medium, you can't go wrong.

    TAD (theartdepartment.org), imo, would be your best bet, but I think that's out of the question for you?

  • I think to fire people's imaginations, it'd probably be better having random words that just don't seem to fit together, like "cows, space, mushrooms".

    tbh, Portcullis does nothing for me. If people like that though, then I'll have a go at something, but right now... nothing comes to mind ;p

  • Jerbens, well maybe but it would be a pain to figure out and not entirely sure it'd work properly. 1/z is almost automatic and is easier to tweak.

  • Some very nice examples here. Doubt mine is worth much now, but should give you an idea how easy it is to change perspective on a graphic that's drawn with a little bit of perspective.. in the layout editor, if you scale the height or the width, you can see the perspective change, that's all the code does really.

    Floor Scrolling

  • Good point! EgoAnt! EgoAnt! EgoAnt! ;)

  • Good luck with those percentages ;)

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procrastinator

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