GenkiGenga's Recent Forum Activity

  • Ok, so you know how you want to handle the conflicting situation of when both directions are pressed. Now to code it up with events.

    Start with setting the platformer object's 'Default controls' to no (when clicking the player object the properties will appear on the left hand side of the screen).

    Now we just need to set up a instanced variable for our player that will store the current direction so we can use that to test when pressing a new direction.

    Example here : https://db.tt/oy13ec3K

  • Hey Mp.

    The short answer is no. Create a function called "Reset" that when called switches the global variables you need to the default setting (you could use another global variable instead of a function to trigger this but you should do yourself a favour and get used to using functions instead imo).

  • Hey Robert.

    Every layout has an event sheet attached to it. You can find it on the left hand side properties when you are looking at the active layout.

    Set the linked event sheet to match your initial one and you are good to go.

  • If the question is: Is C2 a good tool to teach newbies how to think about programming then I would say it is probably the best out there at the moment.

    Kids these days lose focus so quickly that by the time you were halfway through coding up something simple in a traditional language you would have lost about half of them at least.

    With C2 you have events that are readable and building blocks that they can experiment with. Where they go after they are interested in programming is up to them.

  • Check out the built-in Webgl effects. I think you will be pleasantly surprised

  • Hey Potato,

    In your shooting events what you can do is add a sub-event that checks if the sprite is mirrored or not.

    If mirrored then you can set the sprite X to : Sprite.X-2 (or desired push back amount)

    If not mirrored then set it to Sprite.X+2

    Depending how the rest of your game works you might have to tweak that a bit to make sure you cant push yourself through walls but it is a solid start.

  • Hey J,

    It's a lot harder than it might seem at first. It is a bit of work but you want to look into pathfinding (either using the behaviour or looking into how you would code it up yourself). Basically if you sort your map into little squares then it is less of an impact checking for collisions.

    There are little things you can do to work around it but if you are going to have a lot of enemies on screen at once it's a worthwhile investment for your time. Trust me.

  • Should be fine mate.

    Good practice in general though is to always have a look in debugger after implementing new features for your games. Clicking on the profile tab will give you a good idea of how things are going.

  • Hey Nav,

    It depends a bit on how you set up your game but what I would do is use an array and give my players a numbered instance variable (1 through to 11) and use that number to add stats to the index of that array (based on the players number).

    For example, say player 11 catches someone out. You then add a point to the array at 11(x) and 1(y). If player 11 strikes out then you could add a point to 11(x) and 2(y) and so on.

    Kind of sounds harder than it is but it is very effective.

  • No worries, https://db.tt/3b7YVAzB

    You will have to change it to suit your needs but this should show you how.

    Press space to get a random letter from the array. Using debug you can see the cells being removed

    .

  • The simplest method I can think of is just to create a little counter using a global variable. Call is "Track" or whatever.

    Now you create a function that when called plays the track according to the number of the counter variable.

    Track = 1 -> Play X track

    Track = 2 -> Play Y track

    You have the "on finished playing" condition, when the music finishes it either randomises the Track variable again or adds 1 to it etc and then calls the function again to play.

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  • Instead of setting the letter randomly through the system action why don't you draw it straight from the array itself (choosing a random cell of course). That way you could easily control what is in it and just delete the cell when the letter is chosen.

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GenkiGenga

Member since 20 Oct, 2011

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