NECROKRIEG's Recent Forum Activity

  • sainsy Thanks that does help to a certain extent! I think Iv understood the 'bug'. Once you put a card into a slot and then take it back out, the slot still thinks it's full. So i have to add another action to say:

    'Once the Card is removed from the slot switch the slot back to Empty'

  • sainsy Oh yes, thanks. I reviewed it again. Im going to keep it simple. I'll go through Kittiewan's tutorial once more.

    , thanks that's almost what I was trying to achieve. Im going to stick to this logic. But there's Just one bug bear; sometimes the empty slot repels a card. It's an intermittent problem happening roughly 1 in 4 goes (I refresh game after a go), other times all cards snap in place.

    Iv also learnt how to make a menu slide in like an Angry Birds win screen if you need it, its in this Capx

  • Hi

    I'm really stuck on how to make an 'empty' slot.

    I basically want the player to put a Blue card in a slot. Once the card fills that slot to '1' no more cards can be placed there. If a second card is placed on top of that 'full' slot the card should automatically snap to an empty slot. How can I pick an empty slot instance? I tried comparing an instance variable to pick any slot below 1 (empty) but it glitches. :)

    Capx

  • Great stuff guys, thanks for pointing me in the right direction!

    Z Order Capx

  • Thanks sainsy ghost DUTOIT

    I worked it out! :D

    The cards now don't stick under each other when they overlap. I lerped the green card so it smoothly snaps back when you let go. Take a look, it might be of some use. It feels good

    Capx

    I was wondering whether anyone knows how to make a grid in a way you can overlap cards (as if they have been dealt out)

    <img src="https://dl.dropboxusercontent.com/u/20299415/capx-forum/Pictures/cards-overlapping.png" border="0">

    I don't want the cards to cover up each other if they are in the same slot. I tried overlapping the grid but the cards don't follow suit. (excuse the pun)

  • Hey Thanks sainsy &DUTOIT :)

    Iv tried out quit a few things.

    You can now snap to an object and snap out of it. (I couldn't before)

    BUT When I overlap a card with another they still stick underneath each other.

    Any suggestions to make them not stick but still allow them to overlap ?

    Capx

  • Hi sainsy & DUTOIT

    Great stuff!

    I have attempted to make the same 'Place The Picture Game' as Sainsy. But instead of using arrays I used Booleans to match the cards.

    The major difference to my version is that the cards only snap when placed near it's target (at the bottom)I wanted to give the player a surprise as they drop down their card.

    It's almost there but I have problems with the cards snapping underneath each other when you drop them to the target. I can't seem to work out how to write a snap expression with Touch in mind.

    Any Suggestions ?

    Capx

  • Hey yo'll!

    I made an Infinite Jump Game with mouse controls. (Move your mouse to move the player left or right, instead of using arrow keys)

    The mouse controls work well but when the player goes to the edge of the layout the game freezes and the player flickers. Usually when you play with just the arrow controls active the player would go (wrap) from one side to the next, which is great for gameplay.

    Any ideas on how to keep both Mouse and arrow controls in a way that makes the player wrap from side to side and not glitch? :)

    CAPX

  • Sup and 0plus1 !

    I put together a smoother rotating version. You can control the speed of rotation using delta time (dt)

    newt thought up this formula, his math is fabulous!

    is in touch

    set angle to anglelerp(self.angle,angle(self.x,self.y,touch.x,touch.y),1-0.5^dt)

    CAPX

    There's a bit of wobble as you rotate the circle but it's good.

  • Yo! Iv updated it so the player doesn't jump forever out of the layout (Same link) Do try out your theory to see if it works to exercise your problem solving and logic.

    Mess around with the variables to achieve different double jump heights!

  • Woops I'll update the caps later today.I think I forgot to put in a global variable.

    If You make a double jump global var that equals zero when you tap for the second time that would say the d-jump is on.

    If you then equal the d-jump global variable to 1 (off) It will deactivate the d-jump.

    After that you then have to reactivate it by putting a 'wait' event to delay the reactivation then turn the double jump global var to zero.

    Zero means On.

    One means off.

    You have to associate the global var that equals zero to the event that doubles jump.

    :-)

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  • Sometimes if you have a physics object attached to the player controller it can make it flicker. My animation flickered when I attached physics to the player controller. To stop it I placed physics on the player animation instead. (I pinned the player animation to the controller sprite to avoid collision glitching)

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