tonycrew's Recent Forum Activity

  • Haha Arrays stump quite a few people but they are not that difficult once you start to use them, Basically to put it as easy as i can to understand, it's like a table/grid of data, so can be used for inventory stuff as well as alot of other stuff, and you can have small arrays or large depending on what your doing.

    Say you want to store data for an inventory or set of item's for your player lets say 5 items you can have a grid/table 1x5 to store the data in.

    so in that array you could store Health,Money,Wood,Gold,Potions, etc you get the idea now, arrays can store numbers or text (int or string).

    there's some basic info here scirra.com/tutorials/40/basic-loops-and-arrays

    hope this helps a bit..

  • I don't see why it can't be done even at ths early stage, we have Arrays which is great for use in RPG's, Really most RPG's are Variable and Array run to store and retrieve the data,

    Mouse Over and click work great together so far and goto mousex,y works ok, so the main parts for an RPG are there just waiting for someone to build one.

  • Just as a note about difficulty it's quite hard for me to try to get this at a good curve, I have tried to make it so that all the levels have more than one way to complete the objective,

    Level 3 has 4 ways of doing this angle 172 power 240-255 and just time it so the moving plat is just starting to move the other way and the spinner is vertical and EVERYTIME you get the ball in 10/10, But the other way is power around 40-50 and bounce the ball off your ledge into the rotating spinners and it should drop in nicely depending on timing of moving platform, not 100% guarantee though, another way is to have power around 90 and aim at the 2nd spinner as is comes round just before its vertical and it riqochets (dam spelling) nicely in. Or at around 48 power you can if timed correctly just shoot the ball in, in an arc sort of fashion, i call this the beckham shot (hehehe).

    You will find that ALL the levels have EASY ways to accomplish the task.

    But i'd like to hear what Order you think the levels would be best to go in from easiest to hard.

    Just a note on how i design the levels, i put the firing point in and the exit point, and try firing the ball in, then i put obsticles in the way, some help and some hinder, i then test that i can do this and take it from there.

  • I have used the copying the xml's and editing them and that works great, what i have done and am still doing on my latest game is similar to an earlier post, if you have a game that uses most of the same objects and conditions for each level, then globals is what i use, and i leave one level open and simple COPY and PASTE, and if i want the same graphic/object but to change some behaviours etc i use CLONE OBJECT TYPE.

    As for the Events, i create GROUPS such as CONTROLS, COLLISIONS, CONDITIONS, DEBUG etc then you can just copy and paste them into your new Event Sheets,

    Also it's worth noting i rename all Layouts and Event Sheets to match for easier and faster editing and bug finding.

    That way everything is nice neat and tidy and easy to understand.

  • Doh silly me... thanks :)

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  • Thanks for the comments guys, maybe in Beta 06 i'll add 2 sets of controls from which you can choose at the menu screen.

    I am aware of the sound FX and will be looking at trying to get them right, i'm pressuming the static effect is because i have the sound effect played on collision.

  • I got it working now i thinks its because i didn't use the simulate platform... But what about top down animations like the tanks in the new graphics release...?

  • Thanks for posting the link it's very helpful.

  • I was wondering if someone has done an animation tutorial for C2 on how to use the frames etc and get them working, for platform and top down graphics such as the new graphics just released.

    As i seem to not be able to get them running properly, Like i create Walk, Run, idle etc and then in the evemts have when right arrow is pressed set animation walk the start but it doesn't seem to work.

  • Very Good Game i like these types of puzzle games.

  • Thanks for the suggestion! All these things, and more are planned :) It's just going to take a while to get them all written.

    No probs i understand how busy the team are...

  • Each level has a certain way of getting the ball in and once you have that then you can get most of the balls in, level 1 has 2 ways 1 is power around 240-260 and aim across to the opposite wall a bit like a snooker shot get the angle right and voila, you can also use power around 40-50 and use the rotating platform to flick it in for you, but thats a timing thing.

    But it gives me an idea as part of the display i might add what angle your at, 48 deg or 87 deg and so on so you have more of a reference point.

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tonycrew

Member since 30 Apr, 2010

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