dcrew's Recent Forum Activity

  • That's pretty neat! So all the zombies have solid behaviours so they don't clump together? I wonder if there's a way to make some of them take a longer path

    I think I have a way of making them take a longer path, heck if you look at the video you can see some already take shorter paths than others.

    The path-finding I would assume since it's only just released it isn't fully stable, I've already come across a couple of bugs with it, but I know they will be fixed because Scirra are awesome.

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  • Good one! <img src="smileys/smiley20.gif" border="0" align="middle" />

    Thank you!

  • <font size="6">5,201 PathFinders Cell-Size of 4 60 Frames-Per-Second!</font>

  • This is a small project I created to try out the new PathFinding behaviour and felt like sharing what I had produced - A small zombie prototype (a prototype replica of the "nazi zombies" mode from the infamous call of duty" where zombies break barriers to get to you)

    <img src="http://gyazo.com/fd7497bfec54db303a29b90fddaa0833.png" border="0">

    <img src="http://gyazo.com/49d27a8b9d829fa4afd3eb0fba7452ed.png" border="0">

    <font size="6">Download Links

    Uppit

    Mediafire</font>

  • <font color=black>Basically set the block's X Position to the XMouse (X Position of the Mouse) devided by 32, convert that from a float to an int (Basically round it down), then times it by 32 again. (Replace 32 with the grid size you want), It's really that easy! Believe me!

    So basically even in code:

    int gridSize = 32;

    block.Position.X = (int)Math.Floor(Cursor.X / gridSize) * gridSize;

    In Construct2 it should be farely similar:

    (Declare a integer variable called 'gridSize')

    block   | Set X position to ( floor(XMouse/gridSize)*gridSize )

    I haven't done C2 in a while but it should be something similar to that, if you still need an example please let me know!</font>

  • You don't need a plugin for this, you have arrays to store information, and you can use events to display this information.

    In my view the array isn't helpful enough, but if you think otherwise, I won't argue, I don't "need" one, it would be just helpful.

  • Please take a look at this plugin developers; https://www.scirra.com/forum/we-need-an-inventory-plugin_topic60601.html

  • Normally I have a MainGun sprite, with multiple animations. I also have an instance variable called type. Along with another called Power, which lets you ratchet up strength as well and one called Damage to define the dmg.

    Then, have a section in the events that does different things depending on the type. Power is usually just a multiplier for DMG.

    This is something good you should have a read, good suggestion firebelly! +1

  • jayderyu presented an example, but not the easiest nor the quickest at that.

    If you haven't already, and would like me to, I can create an example.

  • As yaomon17 said, not quite but, apply a 'Solid' behaviour to the "Blocker" object you so propose, if that doesn't work I would be more than happy to build you an example.

  • I have done this many of times in C2, if you want a very realistic feeling to it with weight etcetera, you would use applying a natural realistic force towards the cursor, for a snap-to method it get's more complicated, but I'm more than sure it's possible. Not tried a snap-to method though, I like the more 'weighty' realistic feel to it, like a ragdoll.

  • I can create an example with ease if you would like to explain in further detail. I could hook you up with an example in less than 10 minutes.

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dcrew

Member since 25 Sep, 2011

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