vee41's Recent Forum Activity

  • Go to project settings (select the top level project 'folder' from project navigation) and set your 'First layout' to one you wish to startup with.

  • Simple solution: Set your 'overlay' object to non-global. It is set as global now and appears in every layout, thus making pausing possible in every layout.

    Perhaps better solution (if you intend to use pausing on other layouts) would be to check if active layout is 'game over' at the pausing event. You can do that by checking current layout name (see: scirra.com/manual/126/system-expressions )

    Or perhaps if you have plans for maaany layouts, create global variable 'LayoutAllowsPausing' that is set to 0 or 1 at the start of each layout depending whether that particular layout allows you to use the pause feature. When running the pause event you could check if this variable is 0 or 1 and deny/allow pausing based on that.

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  • I'd do a toggle thingy, something like this:

    <img src="http://dl.dropbox.com/u/19921470/ToggleButton.PNG" border="0" />

    You'll want to have your open and close condition under same trigger, in your example they are under separate triggers (they are both 'true' if they are in the same button)

  • Great work!

  • Look here for good instructions: scirra.com/forum/topic45416.html

    And more specific: scirra.com/forum/behavior-flip-sprite_topic51278.html

  • Create a small (64x64 or so) gradient in any image editor and stretch it to fit your background. Works and has minimal performance impact :)

  • What you need is to select one of the 'TerrainTowers'. If you do not specify any tower, the destroy command will be initiated on all of them. For this example adding a condition: Terraintower->pick closest (ButtonSellTower.X, ButtonSellTower.Y) at 'On touched $ ButtonSellTower' - trigger will fix your problem, it pickes the tower closest to the sell button being pressed. This could potentially be 'unsafe' way of doing things though if button happens to be closer to another tower than the one you are trying to sell.. :)

    If that is the case, you'd need to save UID of the tower to sell button and pick the tower using the saved UID instead of closest to the sell button.

  • Someone correct me, but I believe uids are assigned runtime.

  • Thanks, that is really useful technique I will integrate into my project, makes this a whole lot easier! :)

  • Hi,

    I've been pondering what would be most efficient way to create (more or less) random background for a space setting? The size should fill full-screen 1920x1080. I also plan to have some small parallax scrolling/scaling on some layers to give some sense of depth but otherwise these would be static.

    Here are few options I've been thinking:

    a) Single sprite, that includes the whole background. Not really randomized though.

    b) Few objects (star shapes, nebula's and whatever)that are around 256x256 in size. These textures are spawned on different layers / random locations and rotated/scaled randomly. Amount of objects rises a lot, but textures are smaller and some are reused. For randomizing nebula's I'd use a single sprite with few different animation frames that have different images in them. The frames would be randomly picked.

    c) The canvas plugin. It could be used to generate some gradients and whatever to liven up the scene, but I'd imagine using sprites is more efficient in static backgrounds anyway?

    d) Some combination of above. Single gradient/foggy overlay to give space some 'texture' rather than just being a black space (see

    this for what I mean) randomly generated nebula's and star shapes on top of it to give the randomness.

    Few questions: Is using canvas plugin more efficient in someway? I'd like to have a single gradient shape over the whole layout on some occasions, does it matter if I have a single image, big image partitioned as multiple sprites or if I am using the canvas plugin?

    If anyone knows or has decent guesses to these questions I'd appreciate a lot! :)

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  • Great post, this is really simple and efficient way to make turrets! One question though, how would you add 'field of fire' to the turrets? Like a rule that turret can only fire in objects that are inside cone 90 degrees in front of it?

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vee41

Member since 12 Apr, 2012

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