JeremyBenson11's Recent Forum Activity

  • Check out this capx. It's not perfected yet, but it's a start on phases. I'm gonna create my own thread to get suggestions on it. I've got a lot to learn myself. It turned out to be an interesting project helping here. One thing, this is a little rough. In a professional project of my own I would have set the boss to near it's original position after any moving left, right, up, or down, but it's something to work with.

    https://www.dropbox.com/s/yvqcmko3sew70 ... .capx?dl=0

  • You can store the sentences in an array. Just drop the object in your layout. Then at start of layout set x 0 = "This is the first sentence", x 1 = "this is the second sentence."

    You can use a for each loop under the cog for the array.

    You can also use dictionaries. I find them to be easier. They work with keys.

    start of layout set key 1 = "first question" value = "this is the first question."

    Then use a foreach under the cog wheel to loop through the dictionary.

    sub event

    compare two values.

    if the first field Dictionary.CurrentKey

    the second = "first question"

    Then in the actions you can set text position, random x,y using layout width and height.

    set text = dictionary.CurrentValue

  • You could use instance variables on the boss for what phase it's in. Go to the layout, and click your boss sprite. To the left you'll see where you add behaviors and what not. Add an instance variable called phase. You can use either a number, or a string. Set the starting phase, could be anything, call it "form 1". Then you would just use that instance variable in your event sheet to do what ever you want. You could do something like every tick, add another condition, click your boss sprite, go to compare instance variable = "form 1" -> action: set boss animation form 1. It might just be glowing red, or whatever.

    Of course this is a bare bones starting point. You'll want to use variables like this to decide what animation is playing, and use events to control the flow of form changes, and what not, but once you learn what I'm talking about the picture will come a little clearer.

    Also as a note you can use events to set this variable to something else. Just make the conditions, the action will be in the sprite, set instance variable..

    Variables are your friend for helping control flow, and keeping track of states.

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  • Awesome thanks for the update, will definitely check these out. I've got a lot of movement issues solved, and line picking. Even though I don't understand all the equations I know what they do and saved them away. My math is a bit bad, but I've been studying. Problem is the math level for great games is considerably high... For mathematicians they're like oh, it's not that bad, trig, and linear algebra... but for someone with weak math skills, and just starting to learn trig at all, they're nowhere near that level of understanding in numbers, and matrices.

  • Hey,

    I can't find any information on how to move an object along a curve from point a to point be.. This could be a half circle, or any kind of curve. I can use Lerp or LightTween. Please don't just say it's all math. I know that much, lol. I'm trying to find the math to solve this problem. I understand a random curve with bullet, adding to angle of motion and subtracting from angle of motion, but what if you want to curve to a specific location?

    Thanks for your time,

    JB.

  • snapshot undo seems like a bad idea. I don't know the solution to your problem, but I do now for undo to work this way you're going to need a picture a second. You're going to fill the user's hard drive. Imaging having to capture all the seconds back, and pixel change...

    Unless you make it like notepad.. either only allow 5-10 undo steps.. or... undo is farther a part... like take a snap shot every minute or so... on project start you might want to consider deleting all files from the folder that aren't relative anymore..

  • Ah, I'm not gonna say there isn't one. Just wait for another more advanced user, or shoot support and e-mail. They might be able to help.

    You've likely seen this:

    c2-plugins-and-behaviors-list_t65170

    This guy has a load of plugins, but doesn't sound like there's anything in there that will help:

    http://c2rexplugins.weebly.com/

  • You can create javascript plugins using JS SDK. If you're a good coder, and you sound it, you could create a plugin to interface in your events. You can even create custom expressions. All you would do is store your text in a variable, array, or dictionary, then you can feed it to your plugin and do all the processing you want with JS.

    https://www.scirra.com/manual/15/sdk

    Other than that, you'll definitely need a more advanced user to help with this one.

  • To disable a custom control you don't need a separate event sheet. Each key press should be on it's own event. If you want to disable one you could do it with a instance variable on the player and have it as a Boolean called canMoveLeft... set it to false when they can't move left. Use it as condition on the left key event. That should do the trick

  • Hm, this is why you should make custom movement. Then you have control over the small details. I don't usually use predefined behaviors unless they work perfectly for what I'm doing. I'm kind of a ground up developer. If you knew what your keys were doing, and how they were coded, you could do whatever you wanted...

    Check this thread though. There's a conversation on the topic, and some links to some solutions.

  • I don't mind who a character is. I've enjoyed both. Some of my favorite games had female characters. Resident Evil, Parasite Eve, Silent Hill. They were some of the best in the world. I also love major male heroes too, Cloud, from Final Fantasy 7. I wouldn't play a game that had a "homo sexual" or "Transgender" hero. I think a lot of straight men will feel that way, and likely the industry knows it. I still think, at large, the straight world is set against homosexuality with acceptance of it. Likely major studios know this, and wouldn't want to hurt their profits. Some might dabble in it, but others, that are straight, might not, no more than any other straight guy. The world still has a stigma that gay is not cool, or something bad. People say "this is gay, that's gay, don't be gay!" I don't think people need to talk like that, but I don't personally hate that view point. I'm pretty well against homosexuality, but accept it. I wouldn't tell a gay person unless they asked, and they would still be my friend. I don't go hang out with them, but I know plenty. Met a few awesome people that are gay, but if they asked, I would tell them, lol. They'd have to accept me and my views as I would have to accept them for their ways..

  • Of course. It's the same in every industry. Movies actors don't really watch movies like the general public, no more than famous singers treat each other like screaming fans. At first I would feel like it was a bane, like games were less fun, but you get to create things, and learn... Trust me, it's not just games, if you let it, your view of movie actors, singers, games... all of it will change, and you'll start treating famous people like other content creators..

    Don't worry about it.. Idolizing people isn't healthy or good anyway. Count yourself lucky you don't want to be a screaming fan that wants to lick some guys tooth brush just because he sold a million records... No one wants to be around people like that anyway... Also, you're maturing into a place where your less blind. This is also a positive direction.

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JeremyBenson11

Member since 24 Aug, 2015

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