cacotigon's Recent Forum Activity

  • I never understood why people like Mortal Kombat, those games sucks so bad. The controls are awful and it looked so rigid comparing to Street Fighter...

    uhh.. maybe because it's a fun game?

    Seriously, some of us weren't so exclusively minded that we couldn't enjoy both Street Fighter and Mortal Kombat. Each game had their merits.

    Talking old-school console here, MK for Sega Genesis, Street Fighter for SNES:

    + Mortal Kombat had that rotoscoped art style which made each fighter's movement incredibly fluid when compared to the two or three frames that SF might use for a given attack.

    + Street Fighter had a deeper and more technical combat system.

    Mortal Kombat also had the better movie (not that *that's* saying much but still). :p

  • Yes that is true. You can't have two different SOL for the same object type. A workaround I've used in the past is creating a family called GenericFamily which contains every sprite object in the project. Using GenericFamily in pick statements resolves this problem. Note that following the comparison event (overlap, etc), you'll have to repick the GenericFamily using the normal object type in order to access any custom instance variables, for example:

    [attachment=1:3bxs5ssq][/attachment:3bxs5ssq]

    [attachment=0:3bxs5ssq][/attachment:3bxs5ssq]

    For anyone else who looks at this, this logic tests all right-hand screen Red Squares to see if they overlap at -64 X with *ANY* Red Square (including left-hand screen ones). CopyFamily is designed to be used generically with any sprite object type. The above logic could be drastically simplified if one simply created a RedSquareFamily specifically containing only the red square object type.

    The local variables don't serve any practical purpose. They're just to demonstrate how one would compare identical object type's instance variables in subsequent sub-events.

  • Old school favorites:

    Lifeforce/Salamander for NES

    For nostalgia - not a particularly difficult game. Loved that it mixed horizontal and vertical scrolling levels in the same game.

    [attachment=0:b3z4qmem][/attachment:b3z4qmem]

    DoDonPachi (favorite bullet hell)

    This is just a classic, found an arcade in Taiwan that actually had it and played the "bullet hell" out of it.

    Mushihimesama because I secretly hate myself.

    [attachment=2:b3z4qmem][/attachment:b3z4qmem]

    Apogee's Raptor: Call of the Shadows (loved upgrading my weapons in that game)

    [attachment=1:b3z4qmem][/attachment:b3z4qmem]

    And basically every Touhou game for the art style and music.

    http://en.wikipedia.org/wiki/Touhou_Project

    Finally a personal favorite (I'll be impressed if anyone else here has played it):

    Steel Empire for the Sega Genesis

  • All conditionals are by definition subject to the currently picked list. If you need to reset the selected object list, you need to include a "Pick All Object".

    Since you restricted the list of red sprites to those on the right half of the screen, it makes sense that the center red sprite does not detect the sprite on its left (not part of the SOL).

    Changing "is overlapping ... at offset" to ignore the SOL would break hundreds of projects, including one of my own.

  • I saw this happen with a project I was working on 6+ months ago running on an iPad 4 with CocoonJS. Eventually redid the effect using a sine wave behavior and a sprite font.

  • shinkan

    Depends on the edition.

    Unity 5 Personal Edition is free to use and to deploy to all platforms WITH the exception that it will add a Unity Splash screen to the beginning of the game. A small price to pay given the power of Unity.

    Unity 5 Professional Edition is the one you have to pay for, though I would argue that the subscription model at 75/month is more than reasonable and is comparable to other subscription based platforms like Adobe Creative, etc.

    Quote from Unity Website:

    [quote:3g968ol8]Unity 5 Personal Edition includes all engine features: everything that’s new in Unity 5, all the top-tier features from previous releases that are loved by the pros, and deployment to all platforms (with the new Personal Edition splash screen).

    I'm excited to see what Unity 5 will be able to do in the near future. They're pushing pretty hard for the ability to export projects as WebGL HTML5 games without the need for the conventional browser Unity plugin.

  • The % is the modulo operator. It gets the division remainder between two numbers.

    For example: 375 % 360 = 15, 360 % 360 = 0, 90 % 360 = 90, etc.

    Step 1: Angle % 360

    Single angle could be negative or positive, the first modulo returns a remainder between -359 to +359 degrees.

    Step 2: Add 360 degrees

    Returns the positive quadrant equivalent: (ex: -90 degrees would be pointing upward, this returns 270 degrees)

    Step 3: % 360

    If original angle was positive, step 2 would have caused it to exceed 360 degrees, so take the modulo again.

    More information: http://stackoverflow.com/questions/1351925/why-does-2-mod-4-2

  • Egon

    Love the game style so far. You should consider adding the occasional downward draft (with visual cues) which forces you to tap very quickly to push through it.

    Basen

    You should post your questions into a new thread on the "How Do I" board.

    Even if you mean well, it's not cool to hijack somebody's WIP post.

  • If you need 0-360 for purposes of comparisons, etc., it can be normalized from 0-360 using:

    (Angle % 360 + 360) % 360

  • xoros

    The current workaround is to put every single sprite object into a BaseSprite family and every tiled background into a TiledFamily, then pick by UID. Having these base classes is useful in general especially when writing helper functions.

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  • There's no way to set multiple lines in a text box field in the C2 editor short of editing the project XML file. Your other choices are loading a script file at run-time or assigning the text box using set value in conjunction with the 'newline' keyword.

  • [quote:2wp8gbis]If you use Is Overlap, it will trigger many times on each enemy hit. If you add Trigger Once to it, it sometimes does not trigger on the subsequent enemy hits so the AoE is not reliable.

    See my earlier explanation, it explains why this happens. It is expected behavior and by-design.

    Bottom-line:

    "On Overlap + Trigger Once" keeps track at a per-Object Type/Family Level.

    "On Collision" keeps track at a per-UID level.

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cacotigon

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