danuyos's Recent Forum Activity

  • margins are just space left for you to design comfortably. game should be set to full screen so layout size doesn't matter either except for performance

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  • first, as you are a beginner, must know that angle in construct 2 is counter clockwise, so 45-135 actually means down, you are aiming to -45, -135 .

    mouse solution:

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    min 8:35 to limit the aiming.

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    min 4:55 for the actual aiming

  • have one layer as your main scenario, another one behind (showing the halls) put the doors behind the front layer so they can't be seen when open (up position) , move the doors with 8 direction or bullet behavior, and put a solid object to limit the movement. create variables to check is the door is open or closed when the button is pressed and move accordingly... that's all, you survived, go for your paycheck

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  • If 'sound' = 0 and Car IsPlayingSound, and for each car.....then

  • UID are assigned on creation on the layout (during your design), if you want to pick a random spawn object to place the enemy simply use pick random (your object) and that's all. (and use spawn instead of creat object)

    maybe this can make it more clear

  • every.. choose(3,6)

  • depending on how big your game is, that would be very complicated... basically you have all the questions and answers pulled off of an array, or dictionary, or 3rd party plugins lik rex's CSV, then link the question to the answers to be pulled (like an ID), then another ID to let the program know which is the right answer. I once developed a trivia game with more than 2000 questions , 4 alternatives per question, and the database was huge. (this is for automatic loading of the questions/answers)

    if your game is small you can just code each question and answer 1 by 1, using groups or variables to define which question to show.. or using layers and making them visible/ invisible (1 question per layer)

  • and plus, even if your objects are solids the might overlap, specially if they are moving fast. if they bounce you may not notice, but if they are suposed to stop on collision, you will see sometimes the overlap some pixels, or there is a small gap between the objects

  • on collision is detected whenever it happens, not just when objects collide with their edges.. for example you have an object. then create another one on top.. on collision will trigger. but it won't in the case that they were already overlapping, for example... two objects are overlapping.. and your event goes.. A on collision with B, if A.variable is 1... /// if your A object was overlapping B, no matter when you change the variable, the collision won't trigger since they were overlapping before that

  • I assume you want a camera movement like zelda (gb, snes versions) ... check this..

    just change everything into horizontal instead of vertical

  • do you have more than 3 frames?.. if not, just use choose(0,1).

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danuyos

Member since 3 Sep, 2012

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