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  • [quote:1ahvk5su]The only other thing I can think of is using an Array.

    Placing X amount of items into the Array to give each item weight.

    I would then select a random item.

    Similar to a sweepstakes or giveaway.

    ItemA will be put into an Array 10 times.

    ItemB will be put into an Array 20 times.

    ItemC will be put into an Array 1 time.

    ItemD will be put into an Array 15 times.

    Have you tried using "choose(ItemA, ItemA, [...etc], ItemD)" ?

  • > (If "Hero" is in line of sight) - "X" set speed 1000

    > - "X" rotate towards position "Hero.X" "Hero.Y"

    >

    > These comands will be repeated each tick the Hero is in the line of sight of the bullet.

    >

    > I don't know how to detect line of sight, but the rest should work

    >

    Line of sight is fine, but i cant get the rotation, what u mentioned, the bullet moves only left or right, so if the Hero jumps, it will go under and pass lol.

    Basically, i want when 'Hero is in line of sight' (works fine) - Get object X to move towards Hero. Maybe bullet is not the right way? So far the bullet has 0 speed, but when it has 'line of sight' of Hero, the bullet gains 1000 speed to move rapidly to the Hero, but it keeps going left and right, i cant get it to 'follow' the hero.

    Oh, then add an instance variable to X, which would get set to 1 when the hero is in line of sight, and then make it so when the instance variable is 1 => "X" set speed 1000 and "X" rotate towards position "Hero.X" "Hero.Y"

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  • (If "Hero" is in line of sight) - "X" set speed 1000

    - "X" rotate towards position "Hero.X" "Hero.Y"

    These comands will be repeated each tick the Hero is in the line of sight of the bullet.

    I don't know how to detect line of sight, but the rest should work

  • Hey guys,

    I'm working on a small game called "Fine Tuned!" and I feel like the gameplay is pretty dull... Do you have any idea on how to spruce things up?

    (Images and video of the game below)

    The game is played on an old tv/radio hybrid where you have to slide your finger on the screen to switch colors and destroy "enemies" by matching their color.

    Also, if you have some spare time, I've been wrestling with a bug where the enemies would stop spawning after killing a boss/mini boss (but only sometimes); Could you tell me if the text on screen changes from "a" to "boo" and if the game continues to play as it should or stops abruptly after a boss?

    If you don't have time, I'd still like to hear your suggestions regarding gameplay.

    Thanks!

    Photos and a video: (I can't figure out how to make them smaller, sorry)

    WIP Trailer: https://www.dropbox.com/s/m397s997sia99xe/Fine%20Tuned%20TrailerWIP.mp4?dl=0

    Download links:

    Fine Tuned .apk: https://www.dropbox.com/s/f74dk9ln7qeldcn/Fine%20Tuned%20.apks.zip?dl=0

    Fine Tuned .exe: https://www.dropbox.com/sh/d4fdtrwf8uy8sh9/AABdLpaAekT-o33rKAjaeRQaa?dl=0

  • The features suggested here sound an awful lot more complicated than just having a function call that copies the global variables you want to keep to local variables, does a "reset all", then copies the local variables back to globals. That is pretty straightforward if you only want to preserve a small number of global variables, which I assume is the case?

    https://www.scirra.com/manual/149/function

    It seems as if you don't understand what Functions are, I would look into it, especially if you plan to start programming one day. Basically, EVERY action and condition in Construct 2 is a "function", although the Functions in C2 are just a tad different, they're functionally identical.

    Past learning how to use Functions, do what Ashley said.

    Oh, I haven't been using functions yet... I'll have to play with them a bit as they seem quite useful.

    Thanks for the replies!

  • Um, so instead of making events to change a few variables, you want to change a feature to allow you to choose what variables not to change?

    > Um, so instead of making events to change a few variables, you want to change a feature to allow you to choose what variables not to change?

    >

    I think he just wants a way to reduce the repetitive work that's involved in setting multiple variable values at once.

    I guess C3 could bring changes to this by using special "filters" where you can select your variables.

    So basically instead of a drop-down menu with the option of only selecting one variable, a listview with all variables were you can select multiple ones could be the solution to this and make things a lot easier.

    I was thinking more like having a list of variables and clicking the ones you would want to reset to their default value (like the "reset global variables" action, but for only a couple of variables)

    I normally use functions for filtering global variable reset. I don't really think this is a need but if Ashley somehow makes a creative and interactive design for this feature for C3 then.... +1

    Could you go into a bit more detail on how you use functions?

  • Hey,

    So I have a small sprite (100 x 100px) that would rotate to a location if the device is oriented in a certain way.

    My question is: does this rotating sprite affect performance on a lower end device?

    The angle checking is needed for something else in the game, so I am interested in only the rotating part.

    Thanks in advance for the replies!

  • Hey, I have had multiple games where I had to reset a hand full of global variables that I needed for a couple of layouts and I had to set every variable to it's default state manually.

    Sometimes it would take up quite a bit of space so I would hide it under a blank sub-event under the "On Start Of Layout" main event.

    Point is, I think having a single action witch would let you either white list some variables you would want to reset or black list ones you did not want to reset would make things a bit niter looking =D

  • I don't know what you want to achieve with the gestures. It would be the best you test it yourself. Maybe it works.

    If you use this example from Pode:

    http://dl.dropbox.com/u/1412774/oneStro ... nDemo.capx

    Use the 'Delete all defined gestures' action in the 'on Start of Layout' event to delete all gestures.

    Now you can define your own gestures. On the first gesture you will get a javascript error, but I think it's normal, because the plugin tried to recognize the gesture, but there is none. Click on Ok to hide the javascript-error and type a name for your gesture at:'Add stroke example to custom type and Add the gesture-name.

    If you now try our own gesture it should be recognized.

    Add your other gestures and look if you are satisfied with the result.

    Pode is still active here, If you have questions about his plugin you could ask him directly.

    Ok, I'll try it like you said.

    Thanks for the help!

  • Hi, I have a problem, I do not know if it is my fault or construct 2

    In this "levelselect" created with smartphone, when I finish my first level instead of letting me play only level 2, copy the statistics of the first level and add level 3 ... it is rare since I only have add currentlevel 1

    With "construct 2" preview I go perfect as I want it to work ...

    How can there be difference from mobile to construct 2? Should not be the same

    Anyone want to try my game and see if it just happens to me?

    If you are exporting to mobile via Intel XDK you can simulate the game on pc as with another phone.

    See if it works with these...

  • >

    > Oh... I was hoping to have quite a bit of similar shapes...

    >

    That would be a bad idea, whatever how precise the recognition is.

    That would frustrate player/user, because you have to be very exact in your gesture.

    I meant as in 3/4 circle 1/2 circle 1/4 circle and full circle for example...

  • I can't really help. I never used the plugin for real.

    You have to use forms that really distinguish from another, otherwise there too many overlaps. If I added an half circle it's mostly recognize as v or square bracket.

    You have to delete the forms that are similar to the form you want to recognize.

    Look at the capx and read the thread.

    Oh... I was hoping to have quite a bit of similar shapes...

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