Roggievis's Recent Forum Activity

  • hi. what im trying to do is to load an array JSON (previously retrieved from a textbox by copying) using the "load" action, but whenever i paste my entire JSON text file there it wont allow me because of a syntax error with the double brackets "" even while putting it in another set of brackets it wont let me. is there something with the "" that wont allow it to be used in a text string?

    just loading the JSON from a variable is fine but i previously constructed the JSON using an editor and just want to copy paste the JSON in there load action but it wont allow me. the only place where the "" rules dont apply is when setting a text variable to the JSON and then loading the array from that but its not very practical having to create another variable for each JSON string. need some help if this is possible.

    for example just try loading a JSON with the "load" action from an array with this string:

    {"c2array":true,"size":[1,1,1],"data":[[[0]]]}

    and you notice it wont let you because of the "" brackets between c2array, size and data.

  • > You probably have a bottom sprite or platform, you need 2 events for calculating the height of your tower.

    >

    > First you want to create a family for all your blocks, the first event is to check which block is the top of the tower by using the event “Pick furthest (buildingblock) from (platform)”, now you have the coordinates of the top block. Now to calculate the height of the tower you can use the expression “distance” it will ask for 4 coordinates, X and Y of the bottom point and X and Y of the top block. This returns the total distance between the 2 points and should (probably) be the towers height.

    >

    my event is as follows : box -> pick furthest to (line.x,line.y)

    I want to be able to get the coordinates of the furthest box in the action, how do i do that?

    ps: line is my platform

    Event:

    Box-> pick furthest to (line.X,line.Y)

    Action:

    Set variable Tower_Height to distance(Box.X,Box.Y,Line.X,Line.Y)

  • You probably have a bottom sprite or platform, you need 2 events for calculating the height of your tower.

    First you want to create a family for all your blocks, the first event is to check which block is the top of the tower by using the event “Pick furthest (buildingblock) from (platform)”, now you have the coordinates of the top block. Now to calculate the height of the tower you can use the expression “distance” it will ask for 4 coordinates, X and Y of the bottom point and X and Y of the top block. This returns the total distance between the 2 points and should (probably) be the towers height.

  • Maybe you should consider some kind of endless mode/ activity whenever a player beat all bosses and levels? Other than that Robb and Otto look very cute :3

  • Check out my example of endless noise world generation, this is what you want to be using. Its very simple but you get the idea (etc darker spots are water) increase noise intensity to see what happens as this also affects generation

    https://www.scirra.com/arcade/tutorial- ... able-20383

  • These are from my puzzle game

  • Sharing my puzzle game on the scirra arcade featuring all pixel by pixel drawn art and unique concept

    Goal: Connect nodes with each other to form lines, the ball bounces off these lines. Each unique line bounced on yields one point, get to 0 to win. Normal lines that have been bounced on turn green. Unbounced, point-yielding lines are blue (without unique property filters)

    There are some colored nodes which give unique properties to the line it is connected to:

    -Default node = blue

    -Accelerator node = white, bright. Grants a speed boost whenever bouncing on the line it is connected to.

    -Killer node = has 2 stages, bouncing off a line connected to this node puts the line in stage 1. Its still save to bounce on but colored orange. Bouncing off the line once more puts it in stage 2, complete red. Any bounce on this line while red will destroy the ball and lose the game

    *Each line can have 2 of these properties (more to come)*

    On the start of each game an arrow will spin around the screen(bottom screenshot), the place where the arrow is whenever you touch the screen is the starting position for the ball. After a few seconds of blinking the ball flies in and the game starts. To restart the level, double-tap on screen. There are currently 2 gamemodes normal and challenging. The screenshots with a red background are challenging levels having more killer nodes for difficulty and less nodes in general.

    There is an infinite amount of levels.

    Link:

    https://www.scirra.com/arcade/puzzle-ga ... lect-22440

    —screenshots

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  • Currently i have that the player hovers above it, presses a button,and the box appears

  • Hi, i need some help with the way i make an in-game menu for each space station. How it works is, the player is above the space station, and can interact with it. Then, a menu for that space station pops up with a tab for "Quests" "Market" "Diplomacy". Not that i dont know how to do this, but the current way that i do it is to place image points on the place where the text has to be. Wondering if there was an easier way of making a small menu (doesnt cover the entire screen) that has different tabs for each subject (quests market etc) when you click on one, the other text gets replaced according to the subject. I click on quests, i get a tab with "Quests " and "Quest 1" "Quest 2" and so on. Hope i describe this clearly enough.

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Roggievis

Member since 9 Mar, 2017

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