Basilboy's Recent Forum Activity

  • I'd like to create something where certain text is changed based on a language parser system. For those of you that have played world of warcraft, that's exactly what I'm trying to create (when opposing factions try to speak to eachother, a 'lol' may come out as 'bur' for someone not on the same faction)

    I don't think anybody's cracked the code exactly for how Blizzard actually does it, but from what I've been able to gather is that the word that comes out depends on what vowels are in the word and the arrangement of the vowels, as well as how many letters the word contains.

    And there's a predetermined list of all possible translations to come out based on the number of letters of a word, for example:

    two letter words: An, Ko, Lo, Lu, Me, Ne, Re, Ru, Se, Ti, Va, Ve

    three letter words: Ash, Bor, Bur, Far, Gol, Hir, Lon, Mod, Nud, Ras, Ver, Vil, Vos

    etc.

    You can see the full list here http://www.wowwiki.com/Common_%28language%29

    Anyways, I believe I can figure it out as long as I know if it's possible in construct 2 to do any of the following based on the text of a text object: compare letters in each word, compare the vowels of each word, compare the letter count of each word, and possibly compare the placement of vowels in a word, If any of that is possible, then I may be able to figure it out. However I have no idea which expressions correlate to this.

    I don't think the idea itself is very complicated. The steps to my idea when it translates a word would be:

    1. Determine how many letters are in the word

    2. Determine the placement of vowels in the word (so if an "a" is the first letter, or the second, or the third, etc)

    3. Determine how many vowels there are

    4. Translate the word

    So, 'lol' would translate different than what 'all' would be because the placement of vowels is different. See what i'm saying? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Thanks for reading, I hope you'll be able to help out!

  • Two instances or > 2? Maybe use a Family, or use their IID, or object indexing, e.g. Sprite(0), Sprite(1) etc. There are threads and/or tutorials discussing this.

    Could you direct me to them? I don't know what to search for when it comes to this question. It's a little complicated for me.

  • I ran out of space in the title but, how do I have multiple instances of a single object successfully interact with each other?

    I want to make a simple combat test. A single sprite object called player and they have instance variables: Dodge, strength, and health, and I want to be able to have it so that every second both objects are subtracting a random amount from the others health (because they are fighting). There are two instances of them on the screen, and they essentially target each other.

    My problem is I don't know how to properly make the events for this because it is only one object. If I had two different objects then it would be easy, but I don't know how to use two separate instances of ONE object interact with each other as successfully as two different objects. Do you know what I mean? It's kind of hard for me to explain.

    The method I'm thinking about is to have another instance variable called "target", and events depending on distance. So instance A gets close to instance B. Instance A's "target" variable gets the value of instance B's instance ID. And instance B gets instance A's. But I have no clue how the events would look like for this.

    Please help! Thanks bye

  • Your method seems to be based on 2D platformers, I probably should have specified it's a top down game

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  • Just simple enemies that wander in a single direction, and change their direction appropriately when they collide with a solid. I'm trying to make a simple bomberman clone, and surprisingly this has been the most challenging part to think of. Every attempt I have ever made, the enemy always ends up going through walls, and it's quite frustrating. I've been trying to substitute "on collision" with "is overlapping" combined with triggered once, as I've heard that 'on collision' can be cpu intensive.

    pls help!

  • Method 1: One tilemap of an image with the solids behavior serving as the floor, and one tilemap of the same image without the solids behavior and serves as the background.

    Method 2: One tilemap of an image that is just the background, and an invisible tilemap that is only a 16 x 16 image with the solids behavior and is tiled wherever it must be solid.

    Here's a link to a capx showing my example

    https://dl.dropboxusercontent.com/u/308 ... thods.capx

    I'd like to know which method is better performance wise. Thanks!

    Ashley, you might know this answer better than anyone though

  • Ah it does! Thank you!

  • I still want it to be spawned from the enemy though, like if the player was to the right of the enemy that the missile would go to the right.

  • bump

  • Please download the capx below

    https://dl.dropboxusercontent.com/u/308 ... speed.capx

    And if you can, explain what needs to be done to make this arc go right instead of left. Thanks!

  • They're seen in a lot of platform games, they stick to a surface and rotate around it endlessly. How can I make something like this? THNX

  • So, i'm trying to replicate classic megaman controls perfectly, like, I'm talking, PERFECTLY. I want to use the platform behavior, but I have no clue how to adjust the parameters to match that of megaman. Acceleration and deceleration, as well as gravity go by 'pixels per second per second'. What does per second per second mean? I can try to figure it out per second, but...per second per second? What? I took a physics class in 8th grade but I sucked at it so I need help. K THNX!

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Basilboy

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