Mipey's Recent Forum Activity

  • Not checked the cap, but for the problem with 0, just add another condition that checks if exp is 0 or less and handle the case there. The original event should have a condition that checks if exp > 0.

  • Because local variables reset every tick.

    See construct.net/en

    Either use global or private variables (on objects).

  • So averaging the timedelta over time period would produce desirable results.

  • That's why I always get to it via the newsletter.

  • You could use the while loop and spawn sprites until you run out of tokens in the string. See tokenat and tokencount system expressions.

  • faceyspacey: nothing can get more cross-platform when it comes to audio. Different browsers have different implementations of audio, even though HTML5 attempts to standardize it.

  • Battleshops! Manage your shops and pit them against rival shops during the rush hour to win over customers. Wage battles using shopping cart launchers and demolish their carefully stacked products! Oh, and stack your own products in a way they will suffer the least damage when toppled over by rival shops.

    Test your shop management AND warmongering skills against famous battleshops Warmart and many more!

    Let your brains loose and you can come up with ideas like this, too! ;)

  • SplashHunt, I wouldn't exactly call that one moving sprite. You are spawning a new sprite every 0.01 seconds to create a trail.

  • Use math expressions, such as % (which is modulo):

    text.Text = 'Mission time: ' & floor(variable/60) & ':' & variable%60

    I haven't checked, but this should display minutes and seconds.

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  • Sure, you just disable and enable groups as needed.

  • If you plan on adding animations for each card and such, it's better to have each card be represented by a sprite. You can put all cards in one family.

    Then you can have events that affect all cards in the family or just certain cards (with specified private variables).

    You are going to need to define decks for each of players. Since there aren't that many cards, it's fine if you just set a private variable that specifies the card's state ("in deck" or such). Alternatively you can use an array that stores which cards are in each player's deck.

    Apart from that, I've got no experience with card games (creating them, that is), so I can't really advice much here :P

  • At end of PlayerA's turn you set state to start of PlayerB's turn.

    Try with a simple, dumbed-down prototype, until you figure the most convenient way out!

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Mipey

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