YoHoho's Recent Forum Activity

  • Can someone show the changes that would need to be made to get this to work? An image with added text or something else? I'm trying to tell what was needed just by reading and remember how C2 works but I'm lost.

  • The heck? It's that simple to accomplish this?

    I was working on something long ago that involved limited rotation, and all I needed was a 'clamp' expression? I'm looking to have an object only rotate between pressing LEFT to 82 degrees, and pressing RIGHT to 278 degrees and never going past those numbers.

    Are there any tutorials that show examples of what every single expression can perform in the events?

  • The first thing I would think of would be an array.

    Think of an array as basically a spreasheet with a fixed size (that you can modify with actions). You refer to each cell with a set of numerical coordinates.

    What information you put in the array, and what you do with the information in the array, is up to you.

    Refer to the array manual page for useful expressions, especially IndexOf, which lets you look up the location of a specific value - in your case you would want to check the username.

    Are there any good YouTube or Tutorial examples of arrays being put to use in a game design that you know of? The last one I tried was out of date and I couldn't figure things out. If you can suggest any then it would be appreciated.

  • " I don't want to have to create event entries to make all the objects...."

    Short of doing that, no.

    Might take a look at the pin behavior, and families, and containers, and blend modes, and...

    We don't have any plugs to handle prefabs for gui's, but everything 2d is doable.

    What he said. Everything you'r looking to have is doable. I was able to create a pop-up menu with objects to select, a text box describing how they work, and creating the object at the mouse when the menu goes away. And I did all of this just following C2's events and logic.

  • You could call the menu within the same layout. With functions, it's easy to implement in every level - or use global layout.

    Or save the position of every enemy/direction and the player and maybe a persist layout.

    It depends of your kind of game.

    Please, explain this further if you can/point to any tutorials you know of. I haven't used or even seen the use of global layouts OR the persist function/behavior. I'm working on a game that has users call up another layer to perform actions. I'm guessing there might be easier ways to accomplish this. Thanks.

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  • You should make this a game template (or release the .capx) so people can see how you went about making it. Unless you have a development blog somewhere.

    It's tough playing this game with a mouse but that's the breaks. I think you capture the light gun shooter genre just right.

  • I've posted various Timer examples over the years.

    http://www.blackhornettechnologies.com/ ... ullet.capx

    http://www.blackhornettechnologies.com/ ... ample.capx

    http://www.blackhornettechnologies.com/ ... 50424.capx

    http://www.blackhornettechnologies.com/ ... 51210.capx

    http://www.blackhornettechnologies.com/ ... imers.capx

    Finally, I was able to get the Timer behavior working properly. After using C2 for so long, I could actually understand how things worked in your examples. Thanks a lot.

  • I'm working on a game that generates an object and lets it fall down from the origin point. I want the object to be generated randomly between anywhere from 1sec to 4sec. I believe that using timers is supposed to be better than using the system Wait functions, but I haven't found a good example of how the Timer behavior is used. All of the tutorials I saw are older and don't seem to feature the Timer behavior.

    For my project, the object generation is happening at set times and it's making the game easier to predict. Any examples of using the Timer behaviors AND/OR helping with the random object generator would be appreciated.

  • Are you ever going to share the details on how you created this game? I could certainly learn alot from over 350 events. I didn't even understand how these clicker games worked until I tried your game.

  • I've thought about getting graph paper for this very reason. But I have so much paper in this den of Hell that is my parent's home... it's like an episode of Hoarders.

    Are there any digital means of accomplishing this that are available online for free to use?

  • should be only one additional image point,you can rotate spriteSpawner

    Holy crap! That looks like a genius idea! I hope to remember to try that.

  • here is a solution without math

    In this case it's 45 degrees and I just made some additional image points to my sprite 1 object

    Edit: Sprite1 could be an invisible helper and you set the image point wherever you like (like 12 image points around the Sprite1)

    What exactly is the 'local number = image point 1' and how is it being used? I'm not recalling how to create such at thing.

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YoHoho

Member since 31 Aug, 2015

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