ametueraspirant's Recent Forum Activity

  • I'm tinkering with a rudimentary platforming system and I've noticed the actions always run their course before any other action will take place. such as when the character hits a wall I made it stop and slowly drift down the wall faster as it goes, but even if they leave the wall it still goes through the acceleration midair.

    here's the sample if you'd like to see https://goo.gl/Z3ky6p

  • https://drive.google.com/file/d/0B2pmnK ... sp=sharing just ignore all the stuff and use the download in the top right

    I re-purposed the platform example with a tutorial and came up with this. looks pretty good but I'll probably be tweaking it a bit more before I add any more complex levels to the mix.

  • too bad my browser can't access the old tutorials.

  • oh, thanks!

    I probably should have searched more thoroughly before posting

  • so I'm just toying around with an idea for a platformer, in which the player must go through a level in a time limit, and then on a second try through, do it with some debuff like reversed controls, and they must complete the level not only with a similar time to their previous run, but with similar movements as the last one, like an intense game of horse or pig. I'm trying to think of a system that will record their first playthrough, and then show it back while also recording the second playthrough, and then compare the two to get the score.

    I'm thinking it goes something like "every x timespan, record player x, player y" and put that on a sheet of information, somehow, but then I'd have to figure out how to turn that data into a physical replica for the player to attempt to keep pace to.

    the math bit doesn't sound as hard, just take the bits of info from every tick, and trig something together to check their distance from each other for each correlated tick, it's just storing and retrieving the info in an ordered manner that's got me a bit confused.

  • hm. this seems to work right, but sniping an enemy that has previous damage will not take that damage into account, it will seem to hit the third in line, but no damage will have been done.

    have I set this up right?

    https://drive.google.com/file/d/0B2pmnK ... sp=sharing

    X| also I'm sorry if I'm sounding pestering, but all this programming logic is so alien to me it's hard to grasp it even after spending several years on various tutor sites like codeacademy.

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  • ahh dang... it keeps glitching out when I try to embed

    here's the full url

    https://drive.google.com/file/d/0B2pmnK ... sp=sharing

  • so I'm just hacking together a space shooter using the base elements for my first try at this, and I decided it would be cool if my bullets could pierce enemies when they do over the damage necessary, and not only that, but to also only do what damage was left from the last enemy, and I came up with this.

    unfortunately, this doesn't quite work as anticipated. The sniper shot does exactly double of the 3 health the basic enemies have, and instead of sniping two off before poofing off, I was able to kill as many as I could fit in a row, but if I use the basic weapon to hit one, it actually doesn't kill the second, it leaves 1hp on, and similarly if I take two off with the basic, it kills the first and leaves the second with TWO hitpoints, so it gets weaker as their health goes down...

    I've tried setting it to 'subtract x from y' but that just makes it snipe all the enemies no matter what, and I assume since the remaining health will be in terms of negative, I will want to add that negative value to the shot's damage to decrease it, but that's not happening.

    I can post the full game code if anyone requests it.

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ametueraspirant

Member since 25 Jun, 2015

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