timbanon's Recent Forum Activity

  • How do I make a never-ending level like Canabalt?

  • Grimdarque, an Action RPG Sidescroller. timbanon.com/games/Grimdarque

    The project can be located at timbanon.com/games/Grimdarque.capx

    Questions and Development

    timmy.banoncri@gmail.com

  • I have some cool games that would probably take me longer to learn to make than to build, as i am in the process. The one i am working on is Grimdarque. Its an Action RPG Sidescroller. timbanon.com/games/Grimdarque

    The project can be located at timbanon.com/games/Grimdarque.capx

    Hope you can help.

    timmy.banonzmk@gmail.com

  • There are HandCards and FieldCards. FieldCards have values on em according to the card, color and power (like suit and number). ThI have 54 cards each with their own frame in the object FieldCards. How can I assign a color and number to each frame? Should I organize the Frames in a certain w

    ay?

    The pseudo-code should read:

    If CardA.Color=Blue & CardB.Color=Green; Then CardA.Power=/2

    If CardA.Color=Blue & CardB.Color=Red; Then CardB.Power=/2

    If CardA.Color=Blue & CardB.Color=Blue; Then nothing.

    ---

    If CardA.Color=Red & CardB.Color=Blue; Then CardA.Power=/2

    If CardA.Color=Red & CardB.Color=Green; Then CardB.Power=/2

    If CardA.Color=Red & CardB.Color=Red; Then nothing.

    ---

    If CardA.Color=Green & CardB.Color=Red; Then CardA.Power=/2

    If CardA.Color=Green & CardB.Color=Blue; Then CardB.Power=/2

    If CardA.Color=Green & CardB.Color=Green; Then nothing

    If CardA.Power>CardB.Power; Then destroy CardB

    ---

    If CardA.Power<CardB.Power; Then destroy CardA

    ---

    If CardA.Power=CardB.Power; Then destroy CardA & CardB

  • Good info! Like for spawning random bullets as asteroids.

  • Got it! XD

  • How can i correctly loop a background?

    I have it as a sprite with two frames on Layer 0 that supposed to loop Every Tick. I don't know if that's correct.

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  • timbanon.com/games/Dreamers.capx

    How do I assign values to objects created?

    There are three different sprites for cards. HandCard, FieldCard, and CardBack. I'm thinking maybe I should just make a sprite for all FieldCards only hold a variable for each instance. A deck of 54 cards would be 54 instance variables on 54 different FieldCard objects holding 1 valute out out of 54 (0-based) numbers. When HandCards are played, a globalvar would change to the HandCard's variable. The variable would be the frame of the HandCard sprite. So they can be compared with the you can set position to the FieldCard with this same variable as the HandCard played. Each HandCard would have their own instance variable.

    The key is to summon FieldCards from the respective HandCards. Like YGO, so each FieldCard object is linked to a HandCard created from the Array.

    Would that be a global variable that holds the destroyed HandCard Sprite's frame number which is used to draw when facedown or faceup?

    On left button clicked 'Play Face-Up' -> Create object at C1. Set animation frame to C1

    On left button clicked 'Play Face-Up' -> Create object at C2. Set animation frame to C2

    On left button clicked 'Play Face-Up' -> Create object at C3. Set animation frame to C3

    On left button clicked 'Play Face-Down' -> Create object at C1. Set animation frame to C1.

    On left button clicked 'Play Face-Down' -> Create object at C2. Set animation frame to C2

    On left button clicked 'Play Face-Down' -> Create object at C3. Set animation frame to C3

  • good knowledge

  • Thnx.

  • cool. ill research sine behavior to figure out how to control movement.

  • How do I automate a platform to move from one coordinate to another?

    This is for a sidescroller/platformer. I need objects that move on their own so the Player can jump on it to get to another platform. Like Mario when I think about it.

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timbanon

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