jayderyu's Recent Forum Activity

  • I would suggest using an array as it allows for push/pop/add so that custom event commands can be added in order linear order and removed in linear order.

    I would then add your "events" as string commands( command|varias data relevent to command)

    then on executing your turn order stuff

    loop array each

    commandString = array(loopindex)

    commandEvent = tokenate(commandeString, 0, "divider")

    commandData = tokenate(commandString, 1, "divider")

    then Function.Call(commandEvent, commandData)

    dl.dropbox.com/u/14087254/turnEventsSample.capx

    here is a capx of what I'm thinking. I'm not saying it's the best. Just the only one I can think of. FYI. This capx sorta works. It moves the green box as a sample of executing a command.

  • WebStorage here by refered to as WS

    Endgame event(however you judge it)

    WS set localvalue "HighScore" =

    WS.localValue("HighScore") < currentHighScore ? currentHighScore : WS.localValue("HighScore")

    onLoad of layout or retrieving Highscore

    set currentHighScore = WS.localValue("HighScore")

  • ok the thing is this forum covers creating client side game. What your asking for is server side rewards. This isn't the area that C2 is built for.

    So bind the website user to the game by whatever means. Upload the score into a daily highest for the user. Upon upload it's the server side to compare there first daily accomplishment reward -24 hours. Upon that offer your points to the user account. However everything on the server side is going to have to use other forums.

    are you using Joomla, Drupal or some other CMS system. I'm interested in this myself as I have a game that will be offering online user points upon success. But it's not right now so I haven't spent any time focussing on it. Also I'm using Drupal to ease my pain. However this will require a custom page call from the game ajax upload.

  • Well I don't know how you are moving your background. I'm not really sure how your working with your layout. Do you have a very large wide layout. or is in a single layout size equal to viewport and your just moving your background objects.

    However if you want to link the speed of motion to the background you could do a translation of distance from center to speed ratio.

    background animation speed = distance(enemy, viewport center) * X

    so if your enemy is dead center the animation stops.

    if you have a very large wide layout. I'll think about it some more.

  • I don't see the problem. I suppose if you want more of a melding of the illusion. add some kind of closer scrolling foreground or ground that relates to enemy motion more

  • " I wanted some asteroids to constantly mozzie on their way tot he player. "

    I am referencing to the Bullet Behaviour on the asteroid; and not the bullet the player shoots at an asteroid.

  • Just a thought. You could try the new Pin options. One of them is a rope behaviour. There is an example template in the newer C2 versions.

  • Give the platform the Bullet behviour with gravity set to on. When the platform needs to drop turn on the behaviour. If you need a way to continue to increase the rate of fall

    set bullet speed = object.bullet.speed + acceleration

  • Lately I've been learning about the marvellous beauty of of Bullet. Mostly have the bullet disabled and turn of angle to motion.

    On collision

    Bullet.set angle of motion angle(bullet,player)

    Bullet enable

    Wait x seconds(where as X would be timed to 30px)

    Bullet disable

    determine how much time you want it to take to travel 30px, then figure how much the bulletspeed should be based on that.

    As an example. If you want it to take 1 second to travel 30px

    Bulletspeed = 30

    WaitTime = 1

    30px over half a second

    bullet speed 60px

    wait time 0.5

    boom there you go. 30px

  • Well Dictionary, Webstorage are internal data storage. They are very similar except WS can save long term where as Dictionary is only session data. However both would be terrible for as long term data sources.

    What you could do is use WebStorage and download your conversation trees by way of ajax on the first time the game is run. This is a good way to reduce the initial download size. However WS isn't really good for multi dimensional arrays. They are Key:Content only only 1 level.

    Your best bet for creating a Dialog Conversation Tree would be to either

    A. Stick to XML structure which XML is built for such things.

    B. Right a plugin that takes advantage of a locally stored file to use your own structure or XML.

    C. Built the conversation tree's internally :|

    I have difficulties with XML myself, but it really is the best route to go for working with the system to it's best. If your trying to avoid manual coding. You could try looking for a plugin though. I think I have heard one mentioned around here and there.

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  • Well an alternative theory you could use would be to use.

    On Overlap between player and object

    if player.Y < object.Y -> object Z order to front

    ELSE

    object Z orer to back

    however. I would be concerned with sending the object WAY to the back where you can't see it. So be warned

    Another would be to do

    On Overlap of Player and Object

    IF player.y < object

    -> object to layer overlap

    ELSE

    object to layer tiles

    then have the player sit on a layer between overlap and tiles... something like that

  • that's gorgeous. I love how you managed to do the art to be so stunning without being so complex. I guess that's the mind of how artists work. It's not about the how well it's drawn, but use of colours and theme... I guess.

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jayderyu

Member since 11 Apr, 2012

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