procrastinator's Recent Forum Activity

  • I had a look earlier but didn't have time to reply. My memory is foggy, so I'll explain best I can... names maybe be wrong but you should still get the idea..

    All screens are on one layout. The main one, options and the other - forgot what it was, but let's call it level selection (it probably was). Options screen items are placed at an angle (-90) to the left of main, and level selection screen items are placed at angle 90 to the right of main. When clicking a button to go to either, it looks like a lerp is used to rotate the layout to bring the other "screens" into view. And it just lerps back to the original from the other 2 "screens".

    Sorry if I haven't explained properly. I'll try and work up an example, but I had a few drinks earlier so... ;p

  • CANVAS PLUGIN

    is what you may be after.

  • No problem. I'll have another go at the custom distance for the player in a bit, if that's something you'd like to have? Or is that version fine how it is?

  • dl.dropbox.com/u/666574/crudemilk%20-%20light%20distance%20opacity.capx

    I've been having brainfarts all day, so I was lucky to get that far! It's not perfect, but it's a start I guess.

    Suffered a huge brainfart when trying to factor in a custom distance the player should be before it starts to activate. Maybe tomorrow, I'll figure it out, if you or someone else doesn't first!

  • You're welcome. Now go read some tutorials! Any problems, ask away. ;)

  • Yep variables. I did mention variables in my post but must've deleted that after editing to make it simpler to understand.

    You'd probably have a setup like..

    global constant variable TOOL_AXE = 1

    global constant variable TOOL_SCROLL = 2

    global variable toolSelected = TOOL_AXE

    Then you can test with..

    If toolSelected = TOOL_AXE ..

    It's practically as simple as that ;)

    EDIT> Although, I've simplified with just 2 "tools", you'd group tools together, like if you had a hammer, you'd probably set that to 2 and scroll to 3 or whatever.

    The constant means the variable can't be changed at runtime and makes for easier reading.

    And in the example above, toolSelected would actually just store the value of TOOL_AXE which is 1. It's much easier to read your code (as well as debug) that way rather than..

    global variable toolSelected = 1

    if toolSelected = 1...

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  • ^ that's exactly what I was going to say! (yeah right) ;)

  • 1 & 2 - Simplified - "if player is overlapping block at offset (5, 0 )" and "toolSelected = axe" and "on mouse click" then start to destroy the block. 5 would check 5 pixels to the right on player, and -5 would check 5 pixels to the left.

    3 - Again, simplified - "if toolSelected = scrollScreen" and mouse down then scrollTo...

    4 - Of course it's possible ;) but right now, just get the basics in before going into advanced stuff like that. Create a prototype level of blocks and get everything working. Procedural generation can be implemented after everything is working. You're wanting to do stuff that seem to be more advanced than your capabilities. I mean, if you can't figure out how to smash a block, then you need to learn all that first. Check out the tutorials on this site. You'll learn loads from those in no time.

    5 - I think there's a multiplayer plugin, but haven't bothered with MP myself so can't really offer advice.

  • GeometriX, no worries. I recognised the "stuck in a loop" grey box from stuff I was doing last night ;p

  • GeometriX, I did try to help not long after you created this thread, but it required the gravitation plugin, which I couldn't be bothered to search, download and install at the time. So, yeah, Joannesalfa is right, the plugin probably deterred a lot of people from helping out. I did install the plugin last night, but got distracted and forgot to check your capx doh!

    When I first ran it, it was stuck in a loop and crashed my browser... you might want to disable that WHILE event first. I'll let you know how I get on now that's fixed ;p

  • Whiteclaws, tsk tsk. How much help have you been getting over arrays from a lot of people? ;) I know you like to joke a lot, but it didn't seem so here. Besides, he wasn't asking people to make the game for him, just HOW it was done.

    I'd definitely have pinned that game as using arrays (thanks Wink for proving me wrong ;p). A nice little game actually that could be worked on more to produce something much more fun and challenging.

  • Happy hunting ;)

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procrastinator

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