vee41's Recent Forum Activity

  • Looking better every update, keep it up! :)

  • Here is an old example you should be able to apply in your situation:

    Gun example

    If you take the first few events and simplify them for one weapon, you'll have what you want. It's basically the same idea as before, you'll add dt to a variable until it is greater than the fire rate, when it is the gun fires. Then you set the variable to 0 and start all over again.

    Like I said before, you are missing the 'for each enemy' from the point where enemies fire; if you don't have 'for each' every ship will take fire rate variable from the first instance of enemy ships. :)

  • Yes, wait 0 can be used to 'break up' events. Here is what I came up with, made few other changes to the project. Colors can be now set with single event, no matter how many you add. That should simplify things quite a bit.

    I wasn't really sure what your final intention on picking and choosing colors for corners is, so I just set the to pick the color of closest circle.

    Also notice how I used local variables 'blue' and 'purple' to keep things a bit cleaner. I never like to reference to a number inside code, rather into meaning of that number :)

    Colored corners

  • One not too efficient idea: use an array with size of screen width/height where you track which pixels are shown and which not. Whenever new object is created, 'create' it inside the array as well based on radius/coordinates.

  • You have a visibility problem, which in my opinion is the most illogical and annoying feature of Construct 2: objects created cannot be referenced(picked) before next top level event.

    In your case I'd reformat your code to use CornerSprite 'On created' rather than the function.

  • Give them variable group.

    Now you can do stuff like:

    on left click

    sprite.group = reds

    .. Move sprite to mouse x,y

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  • Sure, C2 is quite well suited for something like that. I'd imagine if you get C2 and EasyTween or MoveTo plugin which make it effortless to move images around layouts in various ways, you are quite well set for developing an story book.

    As for tutorials, I'd just start with the standard beginner tutorials to get feel on things, you'll probably pick up most of the necessary techniques from there. :)

  • Check out these plugins, courtesy of rexrainbow, they make doing games like that quite effortless: scirra.com/forum/plugin-matcher_topic57512.html

    Demo: scirra.com/forum/bejeweled-plugins-demo_topic62447.html

  • Hold on... toggling visibility doesn't apply to the other container objects, so this works differently to how I expected. I still have to toggle visibility on all objects separately?

    I've got a container with text and bounding box, and I'm toggling visibility with a keypress, but I still have to toggle visibility on each objects independently, even though they're in a container?

    1) Yes, you'll have to still do it separately. What it does is it creates/destroys/picks objects in same container.

    2) You could put all the objects in separate layer and hide the layer on key press, that way you would not have to worry about anything really. :)

  • toggling visibility is the wrong way of looking at it, I should be moving the box on/off screen!

    Not necessarily, depends on what kind of effect you want. You should also look into containers, they make controlling composites of objects 100% easier :)

  • You'll need a variable like 'Location' which tells you where your player object just was. Then, create a 'start of layout' event and add sub events like:

    Location='Store'

    .. set position to X,Y

    Location='Street'

    .. set position to X,Y

    Set location to WhatEverLocationCurrentLayoutIs

    That is one way to do it, there are probably better ones :)

  • I am still curious if there is a proper math equation to calculate Coin.TargetX & Coin.TargetY based on the angle between the object and you if anyone knows of one.

    Sure, just google up Pythagoras. It forms a triangle which you can use to calculate the X, Y if you know the angle and distance.

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vee41

Member since 12 Apr, 2012

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