Binkus's Recent Forum Activity

  • Is the villan a sprite, or a tile on the tilemap ? I might be able to bang something out if I know which

    howdy

    the villains are sprites moving on a tilemap (they are the same sprite duplicated a random number amount) they have a number of action points by what type of mob they are in this instance they have 2

    at the moment i have the player move then it ends turn but my villains either shoot a large distance across the map of stand there like trees

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  • Usually i can work things out over time

    my problem

    I have a sprite called Villain - this sprite is repeated a few times over a map randomly placed

    when it comes to the bad guy turn (turn based game) i am trying to get the Villains to move closer to the player

    it is a tilemap style movement so i am shifting him 32 pixels

    however i have tried for each Villain in so many ways to get them to judge the x or y and i just cannot get them to do anything like 'if' x is greater than player.x then villain.x -32 etc

    each move takes 1 action point from the villain which is another complication i am really struggling with, any help would be massively appreciated

  • do you already know how to use "lerp" for the movement itself?

    For moving 1 tile on the x-axis, you only have to move the sprite by 32x1 pixels.

    Example 1: sprite1.x = sprite1.x+(32)

    For moving 2 tiles on the x-axis, you only have to move the sprite by 32x2 pixels.

    Example 2: sprite1.x = sprite1.x+(32*2)

    thanks after just testing some things this is really useful

    then i found snapx on tilemap manual stuff and answered my own random placement question

    you sir have just answered my movement problem many thanks, very straightforward

  • Hi

    i know there are plugins (which i cannot get to work)

    help needed

    to randomly position a sprite on a tile map

    turn based movement snapping to grid

    so lets say goblin moves towards hero on a tile map background it can move two tiles per turn

    I am really struggling with grid movement within C2 or finding a location which puts them in the middle of a 32x32 square

  • Could just use a steer on some random events

    at the moment i have system events for a sprite moving around a map

    but the problem is I am making hundreds of them

    partyroll is just a random number eg. round(partyroll(100))

    example: system - sprite.partyroll = 10 then stuff happens

    is there a way to 1. say sprite.partyroll = 10 | 19 | 21 (using the OR operator?) on compare variables?

    or some how get it to look for that number on a list of events then goto action

    essentially a random roll is made when the sprite moves on button push which either leads to a combat encounter or loot find (standard RPG stuff)

    not worried if there isnt an easy way i will plod on

  • nice, had a play nice game

  • Awesome! smart stuff

  • This is a tremendous game and i salute you

    as with all try me stuff the learning curve was there, but i really enjoyed it

    I really cannot find anything I would suggest, you could add so many little manoervers like mercenary to move monster 1 square or space swap with enemy

    it really is a great game

  • Thought it was very hard, but extremely entertaining

    if the walls moved the pieces it would help, and might lead to different walls eg spiked walls to kill flat walls to move the piece

    but a great game!

  • I like this, really simple nice idea

    potions I tended to avoid on further play through not worth the risk under the fruit barrage

    wish there was a score that came up when you die, all of the time i wondered how i got on and didnt get time to look at my score

    at first i thought it was glitchy then realised you have to be accurate with your clicks on the fruit, was left thinking that the lightning beam should hit, would be good for multiple kills etc with a single beam

    think the frog should be able to jump or something to avoid fruit death

    nice game all in all will play it again

  • This is great mate, really good job

    I know it has been said but absorb and fire is a reeeheeeely great idea

    wish you could adsorb while jumping for that ninja feel when recharging

    nice game

    does type of absorb effect your damage output?

    for example absorb fire or absorb ice? etc some monster might be immune to fire but take ice damage meaning you have to switch power when firing

    really liked this!

  • Had a quick look as i was passing i am thinking of doing something similar to this game wise as a side project my top down rpg is going badly

    I like the block of the shield

    the position of the character is cool I like the animation, if you are blocking generally you will probably be looking at what you are blocking against.

    If it is an rpg you might get bigger shields for more effective blocking or all body blocking

    crouch blocking

    if he gets to change weapon to maybe two handed weapons the shield might get replaced by another part of a larger weapon keeping the weapon there might save you some animation frames

    perhaps some sort of "power bar/HP bar for block/shield" to stop players constantly blocking or a shield bash would be cool to forward and block

    I personally on the controls would have space bar as jump up arrow I find difficult as a player

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Binkus

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