procrastinator's Recent Forum Activity

  • I'm using an older version of C2 so can't check it myself.

    I'd probably use holdingWeapon to store the UID of the weapon sprite. Then only one weapon can be held at a time. You said it's a little more complicated than what sqiddster suggested, so not sure if my suggestion would work, but you never know!

  • You'll definitely need arrays. Maths, well not sure about the maths behind it, but you can easily find tutorials / source code for solitaire games.

    Yes arrays can be frightening at first, but surely after all these years they shouldn't be scaring you off so much? I do remember you from the CC days ;)

    The only way to truly learn arrays is by trying stuff using them.

    Simplest way I can think of to learn them is using a 1D array to store hiscores or names, since you'll need to implement sorting. If you can sort through an array, then you can easily shuffle a deck of cards stored in an array.

    I'd say a solitaire game would be quite advanced. Don't you have to place them a certain way so that it's not impossible to win? Never attempted it as it never interested me, and I usually don't know the best way to go about things unless I try it.

  • I thought I might not have explained things properly, but great to hear it worked!

    Just add these new sub events to your collision code..

    + On collision / overlap whatever

    + Pick closest enemy to player << may not be needed, depends on your checking

    + If harmful is TRUE << new sub event

    • Do collision stuff

    This way, it'll only execute the collision events if harmful is TRUE, otherwise it'll just skip it.

    Make sense?

  • Yeah, as well as letting people get over their hangovers eh! ;)

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  • You'll need to learn arrays. I can try and see what I can come up with later but feeling a tad rough right now.

  • Add the flash behaviour to the enemies, then in the events - on flash finished set harmful to TRUE and only chase player when it's TRUE of course.

    An easier option might be to place a few spawn points around the level, and maybe pick the furthest one away from the player and spawn there.

    Another method would be to check the coords of the spawn, if it's less than a certain distance from the player, then try different coords until they're far enough from the player, then spawn.

    Sorry, slight hangover so not really sure if that makes sense, although it does to me ;p

  • No problem. Glad it's what you were after.

    dt = deltatime, a great explanation here.

    scirra.com/tutorials/67/delta-time-and-framerate-independence/page-1

    (or "timedelta" if you're familiar with Construct Classic)

    So in my example, since lerp is 0.0 - 1.0 (0% - 100%)

    1.0 = moves 640pixels in 1 second

    0.5 = moves 320pixels in 1 second

    and so on.

    I think I explained that right.. bit of a hangover still *groan* :)

  • I can see the placeholders for the previews but no preview.

    Not sure it's wise to slow the site down with watermarking if that's what's causing the slow speed.

    I'll try it on other browsers later when I get the chance and will let you know how I fair.

  • Don't know if it's my browser or noscript or what, but it's slooooooow to load each time I click a link. And no previews?

  • Check out Weebly.

    weebly.com

    That's where I'll be hosting my future games.

  • dl.dropbox.com/u/666574/smooth%20scroll%20using%20lerp.capx

    Press right arrow to scroll each time.

    Hope that helps. Let me know if you need anything explaining.

  • Same here. I just throw boxes around in Construct2 when I have an idea. As an artist, I can't be bothered to draw stuff before I prototype it as I can get into the graphics too much, therefore taking up a lot of my time, before I've even tested if the idea is fun or not!

    If it's fun with crude shapes, then it'll be fun with decent graphics.

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procrastinator

Member since 29 Dec, 2008

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