Minor's Recent Forum Activity

  • Sorry I used the latest Beta version.

    Here is a version for 184 Stable.

    [attachment=0:3ae0xg97][/attachment:3ae0xg97]

  • I think this might be the control system you are after.

    [attachment=0:lauhq3h2][/attachment:lauhq3h2]

  • Now I'm starting to have fun a bit of basic Procedural Generation

    For 200 planets you still only need 1 sprite. You can use multiple frames & set a width dynamically.

    [attachment=0:lhypx6iw][/attachment:lhypx6iw]

    Planets can still overlap in the example but that can be sorted at a later date. The layout is 5000x5000.

    You say you'd need 200 predefined names which is true but wouldn't the same be true in C? I put a very basic 3 syllable name generator into the example, you'll get duplicate names & unpronounceable names but again that can be solved with a more robust (i.e not slapped together in a few minutes) name generator.

    There are is no planet information in the example because I don't know if we are now in the realms of ProcGen planets, predefined planets or somewhere in between.

    I hope we're getting somewhere slowly but I love this sort of stuff and have wanted to make something like this in the past.

    If you have any more info post it and we'll see where the example goes

  • Without a definite idea of what you are trying to achieve all we can do is just keep trying to gently poke you in the right direction.

    For example if you have a set number of planets (i.e always 10 & always the same planets) you can fill in all the instance variables in the layout editor. Then you could randomize the X&Y at the start of layout.

    [attachment=0:1qzz5gir][/attachment:1qzz5gir]

    In the example the planets can overlap but it's just to show you that you could randomize X&Y even with planets predefined in the layout editor.

    If you're going to have random numbers of planets (possibly moons) then there are multiple ways of storing their data and populating the random planets at runtime. You could randomize them completely or randomly choose a planet from a list of predefined planets.

    If that's where you're heading then just post here and I'm sure you'll find the help you need.

  • In the layout editor.

    Click any of the planets in the layout editor and on left you'll see the "Instance Variable" panel you can edit them there on a per planet basis. You could of course add them with events especially if you wanted to randomise the values.

    Hope that helps.

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  • Cybergod

    Instance variables although unique to each instance of the same object can be accessed and passed to global variables & to other objects.

    I threw together a little example of setting global variables to the instance variables of a clicked planet. Planets are invisible until the mouse is a certain distance away.

    Hope it helps with instance variables.

    [attachment=0:19wbzezk][/attachment:19wbzezk]

  • Here's a very rough version of using lerp to zoom.

    [attachment=0:fnjln7gl][/attachment:fnjln7gl]

    But like Coin-coin le Canapin try out Magicam it's an awesome plugin.

  • It doesn't work as you expect it in your game because what I gave you is just a small example of what you wanted it's up to you to properly integrate it into your game.

    In a couple of minutes I made it unbreakable and so it restarts properly.

    [attachment=0:11otinxw][/attachment:11otinxw]

    Sorry if I sound harsh at the top it's not meant to be but no one can make an example that works perfectly for a game when they have no idea how it works.

    Hope the new version helps

  • I take it this is for your shooting game?

    Easiest way is create a variable global or instance and call it "canclick". Then on your mouseclick for shooting add the condition "canclick=0". When it's game over or score>100 set canclick to 1. That way you can no longer shoot because "canclick" is now 1.

    [attachment=0:60dphlpg][/attachment:60dphlpg]

  • saf

    Here is the object placement. I had to change some stuff around from the last example I made and would probably do it slightly differently but might give you a start.

    [attachment=0:2bknusub][/attachment:2bknusub]

    I tried this yesterday and forgot to post it.

    jimwills

    I'll have another play with your problem later see if I can narrow the problem down

  • Here's an example for you.

    [attachment=0:2bluz9g7][/attachment:2bluz9g7]

  • This is a working version of your .capx.

    I added an image point named "erase" and used that to test for tiles.

    [attachment=0:3k1omlxf][/attachment:3k1omlxf]

    Your version didn't work because you used the sprites X&Y which are in the centre and there will never be a tile at that position to check against.

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Minor

Member since 24 Jul, 2009

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