Guizmus's Recent Forum Activity

  • I have experienced the unlogin also, after some time spent on the same page, and having the "keep me logged in" checked.

    It seems that profile links aren't active right now either.

    Other than this (and the known issues), I like it a lot that you update this forum. It's been a little rusty for some time (quite slow mostly) and we can already see a big difference in performances. The new links (see your posts, unanswered topics...) are also very useful. (as for the new CSS, I like it, but doesn't seems to be the general feedback...)

  • It is possible. It's called "Confirm" in javascript, but the choices will be "OK" or "Cancel", and you can't change those. Creating your owns will be better in the long run.

  • There have been multiple threads about highscore recently (like this one).

    Having a "low score" instead of an high score just change 1 thing : the comparison sign.

    For a highscore, at the end of the game, you compare "newScore > highScore", and if it is true, you set a new highscore, display something on screen, ... Just change it to "newScore < highScore" and you will handle everything else exactly the same.

  • If you absolutely want to have only 1 weapon loaded in the layout, I don't see other technique but a layout per weapon, and dynamic loading of everything else, as you can't create an object in a layout in C2 if it wasn't created at the start of the layout.

    In that case, I would still use the same layout for multiple weapons that have the same animations, as you may be able to spare a little more memory here too.

    That being said, you sure can put more than 1 weapon in a layout. Plus, if you destroy it at the start, depending on the device, the memory will be free automatically (I may be mistaking, if anyone has more precise info).

  • Or without a variable, and using dt for a smoother effect : events

  • If, on every Character Object you have a variable "Speed", then you can use the System event "Pick by comparison", or "Pick lowest/highest". This will let you select the one with the highest speed, and with a "flag" variable, saying if he has already played or not.

    Here, this is what the events would look like.

    This should all be put in a function you would call "next Character activation", or something like that, as you sure will need to wait for the player to choose an action before going to the next character.

  • Hello karan316,

    The first thing you need is for a given horse to know on what slope it is standing. All depends on how you display/create your slopes though, but we can assume the horse is overlapping with the floor. If so, an event "Horse is overlapping with Slope" could let you adjust the angle every tick.

    Now that you know what slope the horse is currently on, you need to add some sort of variable on every slope that stores the angle at witch the horse should be when it is there. Let's say you have this variable "horseAngle" on the Slope object.

    Now your event is :

    Horse is overlapping with Slope => Horse set Angle to Slope.horseAngle

    Of course, you will need to prepare this variable on each and every slopes.

  • At the very bottom of the page, you will see a link to download the latest beta, r162. Most people update quite often, and you can use this version too if you want to open RamPackWobble's file.

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  • The physics behavior provide you with the action "Apply force", that let you specify a force on X and Y applied to your object. If you apply this force on Y while the jump button is down, you should have some kind of rocket jump style. Just add a time limit, or a weakening in the force as the jump is hold longer, so you can control the maximum jump height.

  • You can use the clamp instruction.

    clamp(x,low,high) will be :

    low if x < low

    x if low < x < high

    high if high < x

    You can find it in the system expressions.

  • You have to think a little more on the computer side, at least a little.

    The target is supposed to move how ? Is it more some kind of bullet movement ? a drag and drop movement ?

    If you go create an event on the sprite -> on collision with target, you can have an action doing whatever you then want.

    The logic of the program is quite simple if you try and separate what you need in more simple steps.

    The first tutorial you should read here is the beginner's guide. But don't just go over it, try to understand the logic, else you won't be able to adapt it in your case.

    You can find examples with script explained if you create a new project and select a template too. It's a working micro game, made to be used as base for projects.

    Edit : got beat to it.

  • openfocus

    Okay, so I spent some time on this. It was fun to make an example for the explanation that follows, here it is.

    In this example, a spawn button will let you spawn people, blue squares. There is also a red fire.

    People have 100 life when spawned, and will loose 8 life point every 0.5 second passed in the fire (those are constants in the project, you can change it easily). Once their life is under 50, an alert displays over their head. Once their life is at 0, they die (destroyed).

    This works with multiple fires and people of course.

    I commented the code a maximum for you to look at the events, as they are not that hard. You might noticed I put the alert text in the same container as the people, so they spawn and die together, and when one is picked, so is the other.

    What I did was create a separate function to handle all the changes in life. This way, you can easily write code with damage, without thinking about the alert or the death.

    On the other hand, for a damage over time, the behavior "timer" seems the more appropriate.

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Guizmus

Member since 26 Mar, 2013

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