R0J0hound's Recent Forum Activity

  • For the visual portion (skids and such) the canvas object is the way to go. It takes as much space as you'd expect a large image to take so it may use a lot of your vram, but whatever. If you find that the canvas is taking too much vram you can use a smaller canvas scaled up.

    For the terrain info (traction, height, etc...) I would use a large array the size of the track to store the info of each pixel or so.   It will likely be time consuming at runtime filling the array with the whole track info, but it only would need to be done at the start of the track then after that only what the cars are touching would get updated so it will be very fast. You could also use a smaller scaled array for the data to save on cpu time if needed.

    A google search for "2d car physics" yields some code for more realistic car physics. The only catch is it's in c++ but it's useful for gleaning the algorithm and math involved. The more appealing one takes the rotation speed and angle of the tires into consideration with fiction to the ground and applies a force to the car body.

  • Here is a way to handle all the enemies over 2 frames. Change "%2" to as many frames as you want to span.

    global 'current'

    //// This only needs to be run at the stat of the layout or when an enemy is created or destroyed.

    For each Enemy

    -> Enemy: set variable 'group' to loopindex %2

    Always

    -> set global 'current' to (global('current')+1) %2

    For each Tower

    • Enemy: variable 'group' equal to global('current')

    -- For each Enemy

    --- Distance between Enemy and Tower < range

    -> Add target Enemy

  • The main difference is CC's arrays are 1 based and C2's arrays are 0 based. So you have to change the expressions from "miner.At(2)-1" to miner.At(1)-1".

    Also when you generate a random direction you're using "int(random(4))+1" which will give you 1,2,3 or 4, and since you're comparing against 0,1,2 and 3 you should change the expression to just "int(random(4))".

    Fixed cap:

    http://dl.dropbox.com/u/5426011/examples%209/yanen_miner.capx

  • You need to install the visual c++ 2008 runtime.

    http://www.microsoft.com/download/en/details.aspx?id=5582

  • This topic has grid based fov lighting:

    http://www.scirra.com/forum/grid-based-lighting-field-of-view_topic44662_page1.html?KW=fov

    It appears to be close to the effect you're looking for.

  • Try this:

    dropbox.com/s/l8to03nrq8w3rh1/mazegen.capx

    dropbox.com/s/zqe0vwyopx2ehps/mazegen3.capx

    The maze size is determined by the array size. Adjust the repeat condition if the whole maze is not generated.

    -cheers

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  • For me the action point is in the correct spot when mirrored. Do you have the action point correctly positioned in all you animation frames?

  • Add a "play current animation" action to event 9, that will play the animation from the beginning.

    The "Set Animation" action leaves the animation frame number unchanged, so when changing to "Close" the animation is already done and "Animation finished" was not triggered.

  • nyway does there exist any new themes or the old ones are finished?

    Not currently, and I don't see what's not finished about them other than them being described as such.

  • Well since you are using RTS your enemies shouldn't go over solid objects. If you created the obstacles with events or moved any of them from there positions from the layout then you will need to run the action "regenerate obstacles map". The action "Set object type to avoid" is used for dynamic objects, but it does not calculate the path around these objects.

  • When there is a green arrow in front of a condition it is a "triggered" event.

    From the manual: http://www.scirra.com/manual/75/how-events-work

  • You don't like the ribbon bar? It's not as simple to convert to a standard menu as you may think. Also what do you mean by "backgrounds"? Graphics? I don't think that's what you mean since CC doesn't come with any.

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R0J0hound

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