IsometricRobot's Recent Forum Activity

  • Anyone that can help me tackle this problem will get credits in the game on completion.

  • I added the following change with a partial success:

    <img src="http://img100.imageshack.us/img100/9198/helpmovement3.png" border="0" />

    If there are two rows and the first row is destroyed the second row will now move up.

    However. If there is a third row making contact with the second. They will not move forward.

  • My postcard badge was confirmed today! It was exciting to receive acknowledgement that it arrived!

    The postcard traveled about 4,552 miles.

  • I did try to implement something like that. The only problem I had though is that they would start knocking each other off the screen. This was likely due to the simulated down command.

    So this is a print screen of adding solid behavior and disabling the "touching" Boolean.

    <img src="http://imageshack.us/a/img338/6982/helpmovement2.png" border="0" />

    As you can see the rows behind the group at the wall have actually pressed the front row past the wall when solids are active. They also tweak out, not visible in screen capture.

  • OPENING:

    Greetings!

    Hopefully, some Karma will come my way in return for help given to various people on their projects <img src="smileys/smiley2.gif" border="0" align="middle" />

    PROBLEM:

    I am trying to move some baddies down the screen towards a wall (as seen below) after they have been stopped by an on collision event due to baddies that were standing in front of them, but are now destroyed.

    <img src="http://imageshack.us/a/img502/3522/helpmove.png" border="0" />

    OBJECTIVE:

    The goal of this post is to find a way for these baddies with nothing in front of them to continue down their journey towards the wall.

    CURRENT IMPLEMENTATION:

    I'd imagine this would be similar mechanic found in some puzzle games.

    Here is what I am currently using:

    <img src="http://imageshack.us/a/img835/9495/helpmovement.png" border="0" />

    Monster Sprite has the following Behaviors and Instance Variables:

    <img src="http://imageshack.us/a/img805/7773/helpmovement1.png" border="0" />

  • Btw thw why Ashley, thanks for that :D

    I also caught your article in some HTML5 magazine. Great article.

  • Choosing 23 of them at random to be visible will not guarantee a valid puzzle. I am not trying to say not do it, I'm trying to save you a lot of headache trying to make a very advanced game. If this is your first game, I would suggest starting with simpler puzzles, or forgo the random Sudoku generator in game and include a set number of pre-fabricated Sudoku puzzles.

    Many crossword apps push new crosswords out in weekly updates rather than trying to include a large database or a generator. You could follow the same model.

  • I think you have a long ways to go in order to create a random Sodoku generator. Even if you solve the random numbers while checking for rows too.

    Here are some useful places to begin researching:

    en.wikipedia.org/wiki/Mathematics_of_Sudoku

    technologyreview.com/view/426554/mathematicians-solve-minimum-sudoku-problem

    You not only have to worry about a valid grid,but if you are attempting to make single solution grids you will have to know which 17 clues at minimum to give in order to make it a valid puzzle.

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  • You need a formula in the set volume action that has a relationship between a decreasing number and a slowly increasing number.

    Hmmm let me chart this and I might be able to grab the needed formula. Give me about two hours or so. I'm at work and about to get off shift.

  • This post will be helpful to determine the distance between your emitter and sprite:

    scirra.com/forum/how-to-get-the-distance-between-two-sprites_topic45039.html

    Assign the formula to a variable

    Then you can set a condition of when player sprite comes in X distance then set action to change audio set volume.

  • Oh oh oh yeah, sorry missed it in the manual.

    Are you asking how to set the distance to interact with the Set volume action?

  • So looking over the manual I think there are two ways you could do this.

    1) Find a custom plugin for audio (if one exists).

    2) Use multiple versions of the same audio track manually set at different volumes using a sound editor. This would require no plugin, but would increase the number of the same audio file you need for your game. (this increasing its size).

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IsometricRobot

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