TELLES0808's Recent Forum Activity

  • Man, it's really not a beginner game type.

    You'll need to learn about arrays, matrix. Then, you'll need to map your canvas with many small dots, the smaller precision, bigger your array.

    For example, if you want draw in large pixels, you can div a canvas of 320x240 by 32 slots in the horizontal by 24 in the vertical, so, each slot will have 10x10 pixels of size, so, you'll check if the mouse or touch is over what slot and if clicked or touched, set it's slot with a created object of 10x10 pixels of size.

    You'll be able to improve it by changing colors, using the effects, etc.

    The sparkling is easy, just setup a particle to follow the mouse/touch and change it's configuration every time the mouse is clicked, for example, the number of particles shot when clicked, and after, returning it's configuration to the standard.

    Well, I think you'll need more things, but it's the basic.

  • Well, I made a sample for another post, but it maybe can help in anything, maybe..

    construct.net/en/free-online-games

  • The cards created in event 9 can't be picked in event 12. See this thread: http://www.scirra.com/forum/r100-101-cant-pick-object_topic56200.html

    It can if you make a instance variable and check it in another event, like this:

    System: Repeat 1 time;

    Create card on X,Y;

    Set card.ID: 9;

    Card instance variable: card.ID = 9;

    Any other conditional;

    Do whatever you want;

    I made this sample for you:

    construct.net/en/free-online-games

  • It's explained on the video.

    [tube]http://www.youtube.com/watch?v=hKPRbnc3Xwk[/tube]

    Thank you!

  • Hello, at the bottom is a video showing the issue.

    youtube.com/watch

  • 1) Set the text box to be in a new layer, then, set its paralax to 0,0;

    2) Just use the Scroll to Behavior on the player, or, do a customized "scroll to". Using the search button you'll be able to find many samples of custom "scroll to" made with events;

    http://www.scirra.com/forum/how-do-ifrequently-asked-questions_topic45416.html

  • R0J0hound

    This is not the best practice, if he create or destroy anything in the meantime, he will bug his game.

    Ashley words:

    "IIDs and UIDs in the editor don't change depending on the Z order, but they do change if you delete and insert instances. Because of this you should not rely on knowing UIDs or IIDs in advance at all - the instance with UID 3, for example, could change to a different object if you add or delete some things in the layout view. This could easily break your game or make it work differently "randomly" (it will seem random to many users because they won't realise certain things they did changed the UIDs and IIDs). For this reason I don't think UIDs or IIDs should ever be displayed in the editor, in order to discourage this bad practice."

  • Another way is using "instance variables"...

    construct.net/en

    Don't use UID or IID, they are very volatile.

  • I can suggest you to read this tutorial and download the sample inside it:

    http://www.scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

    Then, just check the wanted ID to be destroyed by: Instance.ID = Maximum ID - 2 = Destroy

    Where Maximum ID can be a Global variable.

  • Hello Mr. Ashley

    Any possibility to have in your TO-DO LIST this feature?

    *Initial animation name and frame on placement, then, updating the image on the canvas to show the current configured animation and frame;

    <img src="https://dl.dropbox.com/u/47035927/temp/initial_frames.png" border="0">

    https://dl.dropbox.com/u/47035927/temp/initial_frames.png

    Well, at the first look, it may not appear important, but I can say a infinity amount of uses for this feature request.

    Like 10 Orcs using the same instance, but each one starting with a different attack pose on the same canvas, or, using the same animation but starting with different frames, so, they wouldn't look all the same even using the same animation.

    I have written many examples, but decided to shown only one, I know you're very smart and understood the intention, so I don't want "to rain on the water".

    Thank you!

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  • Michal11, you don't need to port anything to a smaller version, just scale the interface. If it's pixel arts, use the rounding feature ON.

  • I should have been a little more specific. The bikes are being moved by data coming from a server. Once the race has started, there's no actual user intervention..

    Thanks for the tips.. I appreciate it.

    J

    here is the CAPX with a explanation.

    dropbox.com/s/a6x3qw6owz3se07/bike_simulator.capx

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TELLES0808

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