kittiewan's Recent Forum Activity

  • It makes perfect sense. People are always more willing to accept lower paying jobs when they are desperate for money. It doesn't seem right to take advantage of that fact. At least not to me. Honest pay for honest work is always the best solution in my opinion.

    [sarcasm]Yeah. I always think it is so much better to let the artists that are desperate for money starve rather than possibly run the risk of taking advantage of them.[/sarcasm]

    This isn't a political decision. It's an economic one. If you don't like this type of site, don't use it. If you use it, use it with your eyes wide open, and take advantage of it as a way to make connections, develop relationships and build careers and businesses. If you find a project you really want to work on, you're willing to take a loss to get your foot in the door. As an employer you look for the best value to get the job you need done. You aren't going to waste money by choosing the lowest bidder if that bidder produces garbage. Likewise, if you find a talent that you really want to keep, you take care of him and work to ensure you can always get his attention when you need it.

    The best of these sites provide a means to connect those needing work done with those willing to do it, and also provide a way to ensure that both parties are treated fairly by ensuring that the money is there to pay the worker and that the money isn't paid out until the work is complete. Yes, the sites get a piece of the action, but they service they provide is of real value, and they earn it.

  • Do you mean on your web page or in the game itself? In the game, go to the layer's panel and click on the default layer in the game. This layer is set up with a solid background, while all other layers are set up by default with transparent backgrounds.

    Once you have that default layer selected, go the the Properties panel and you'll see a field for background color that you can change.

    If you mean the "envelope" or "bars" around your game that appear because of scaling, they should automatically be black. If they are not, I'd report it as a bug. (In appmobi right now I'm encountering a white bar on the rhs that is due to some sort of scaling problem, but I assum you aren't using appmobi.)

    If you mean on the web page, that is just like you'd change any web page.

  • I hoped you were going to ask that question! Instead of using bullet, you can use the same 8direction behavior that you use on the player object. You just need to turn off the default controls and manage it yourself using collisions with walls and other things.

    For example, in the example you show, when the monster hits a wall, add 90 degrees to the monster's angle to help turn him around.

    Here's a quick example I threw together. There is much more you can do. In addition to managing the collision with the walls, this one has some controller objects that turn the monster left, right, up, down, pause, slow down and speed up. During the deployed game, turn the visiblility for the controllers layer to invisible and no one will know what is making the monsters behave the way they are.

    8directionPatrol.capx

    This is based on some of the great platformer patrolling examples out there, like JohnnySix's patrolling example in the arcade. Of course, his is very polished, while this one was thrown together in under an hour.

  • Here is a simple but very nice example of implementing patrolling monsters using platform behavior and collisions. It should get you quickly to where you want to be:

    PLATFORMER: Enemy control with platform behavior

    When you understand that, I highly recommend JohnnySix's Patrolling Example in the arcade.

  • Not a stupid question! You don't need the solid behavior on your monster, just on the wall. Now on the bullet behavior on your monster, there is a parameter "Bounce off solids" that you should make "Yes".

  • I'm not quite sure what you mean. Are you trying to have a sprite in a game launch a webpage containing another game? You can use a browser object. This image shows you all you need to know.

    <img src="https://dl.dropbox.com/u/57899112/CallGameFromGame.PNG" border="0" />

  • Cute. Good luck with it, and keep me posted! I'd love to see how it progresses.

  • Yes, what Epox said. He used the same memory match to tutorial to publish a fun children's game, complete with the menus and beautiful graphics. Yeah!

    Regarding the confusion on global variables, absolutely you can change them at runtime. However you have to be careful WHEN you change them. You don't want the change the number of cards in the middle of the game, for example. But you can change it at the start of the layout or in a different layout.

    In some programming languages there is a concept of constants, where are set at the beginning and are not allowed to change. Construct 2 does not have that concept (although I sometimes pretend it does by convincing myself that any variable I name in all capital letters is not allowed to be changed during the game.

  • Ooh! Oooh! Me! Me! I always like goodies.

    And even though these are quite tasty, they aren't at all bad for my diet.

    Thanks!

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  • If you go carefully through the tutorial it shows you how to change the difficulty in video 3b at about 7:25) You don't change the code. All you do is change the global variables gNumberCards, gNumberColumns and gNumberRows. The number of cards must be even and the number of rows * the number of columns must equal the number of cards. So go take out any changes where you made it gNumberCards/2.

    To use different decks of cards, just add additional card face and card back animations and set the animations you want to use when you load the layout just like it was shown in the final video for special sets of cards. (You can duplicate existing animations and replace them with your graphics.)

    To make it work from the main menu, just make changes to the global variables in the menu before you start the game layout. You'll need to add a global variable for the card back animation and card facenumber of cards and name of the animations you want to use in global variables in the main menu layout. Then call the game layout and issue the set animation action on start of layout.

    Hope that helps.

  • sqiddster, that was mean (and I so totally fell for it.)

  • I'm sensing a launch party here...

    I guess I'm greedy. I like it all. I want it ALL! I NEED it all!

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kittiewan

Member since 13 Nov, 2010

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