Guizmus's Recent Forum Activity

  • As there is no built in "choose name screen", you will have to make it yourself. What is the blocking point for you here ? It seems quite self explaining, 1 sprite per letter (or a spritefont), a selection cursor with a custom movement, a selection input that adds the current letter to the displayed name.

  • You will need 2 variables : currentDisplayedGold and currentGold

    When you give gold to the player, set currentGold to currentGold + newGold, and call a function "displayGold"

    This function will just check if the currentDisplayedGold is < to currentGold, then add 1 to display (and update the display itself ^^), wait 0.05s, and call the same function again.

    Here is the capx doing so : capx

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  • Toby12

    lerp is mostly used to animate over time, and as you use a trigger once, it don't work right here.

    2 solutions :

    • either you want the sprite to go full size/half size right away, and then lerp is of no use here. Just multiply the size by 2 or half it depending on what you need
    • either you want the sprite to go smoothly from one size to the other. A little harder to describe, you can find it in my capx :)
  • From the patch note of R137,

    dd     

    Query string ?nw can now be appended to the preview URL to force the engine to detect as node-webkit, e.g. localhost Useful for previewing quickly with node-webkit specific features.

    It wasn't possible before, you just have to change your preview settings to add the ?nw at the end :)

  • You could also call a function with the ChildFamily.UID that collided, and in this function pick the parent by UID using the UID you put in param.

    In this case, it's the same (as you would need a for each anyway to call the function on all children that collided) but in general it could be better, for example if you have multiple sources of velocity lost in your game. You would then just have to call the same function.

  • aznmonkeyboy

    I'm not sure there is another solution. Even with a plugin, you would still have to pick different objects and act on them as if they were the same, and only families let you do this.

    The solution I used before buying my personal edition was by making all my enemies the same sprite, using multiple animations and variables to identify what is what. It works but is not at all RAM & CPU friendly, as your events will all have to check on the variable "enemy.type" that you would have to add, and all the enemies would become "big" objects (if you want to add a behavior to one enemy type, you would have to add it to every enemies for nearly nothing).

    No, the good way to go is families, the "works anyway" way to go is all in a single enemy, the "I love pain" way to go is by doubling all your events like I did in the sub-event example I used.

    Glad you liked the help :)

  • If you want to use the predictive aim, you will have to let the turret aim for itself, thus allowing the rotation. If you want to have a similar behavior but with no rotation, I think you're going to have to write the aiming yourself.

    It's only a mater of maths though.

    PredictiveX = targetX + targetSpeedX*bulletTimeToHit

    Where bulletTimeToHit = distance(target,Golem)/bulletSpeed

    Just use this (and same for Y) to set your aiming, and do the shooting yourself. This way you can aim your golem without problem, use the turet behavior for target acquisition and shoot cooldown (the automatic trigger On Shoot), and even make your golem dance while he shoots. Ok, that last bit isn't essential....

  • Hello !

    Don't create a new subject for the same thing that your last one here : scirra.com/forum/water-effect-problem_topic70303.html

    As you didn't get any response, nor linked any capx, I'll try to help you as much as I can here.

    If you want your object to stick to the surface of the water when it hits water, just translate my last phrase in C2 :

    Object On collision with Water -> Pin Object to water (position & angle)

    You will have to add a "Pin behavior" on your object to do this.

  • Hey !

    Just tried it out :)

    Concept fun and simple. Difficulty ok, but the timer seems too short for now, the player just have the time to get into the game and it stops.

    Pieces movement is nice, it's simple to distinguish between them and make pairs.

    I would love if the "chain text" was in a more obvious place. The time remaining on the freeze timer could be more present too.

    A current gameplay element in this type of game is that the timer can be refilled by playing well. You could maybe add 1 / 2 secondes to the timer for each pair done ? Or depending on how much combos you just did ? This would make it lot more addictive.

    Good FPS on my computer here (and it's an old dusty computer)

  • Hello aznmonkeyboy

    First of all, here is the capx.

    I started off the "tower defense template", so there are lots of useless thing for the example.

    There are 2 types of enemies, one red and one green, spawning randomly. there is a debug at the bottom of the screen, displaying when a turret acquires a new target the target position, and the instance type.

    There are 2 ways to do it, I did both in the capx (just un-comment the second one to test it out).

    Solution 1

    Sub events

    If you have a finite number of enemies (not too high), you can do a pick by UID like you said, and do one for each enemy type. If the current Target isn't of the type you first pick, it will return false, and the runtime will go to the next event, checking next enemy type. Problem, lots of code to copy past for each enemy.

    Solution 2

    Families (need the personal version at least)

    Put all your enemies in the same family, and then you can pick the current target as a family. You will then be able to access all of family parameters. This means you will have to move your variables from the enemies to your family if you want to access them.

    I hope this helps !

  • Not sure, that's strange... Could we take a look at the capx to help ? ^^

  • Hey Angel

    So I took a look at your capx. Here is my "iteration" on it : capx

    What was the problem you are going to ask ?

    Well, if you open the capx, let's take a look to the event 8. When the last couple is taken, you will start by waiting 0.5 sec, making this event "outside of the timeline", meaning other events will trigger while. When it triggers though, the "substract 1 from min_par_NoMatch" will make the event 12 trigger before the reset of mini_par_Card1 & 2 triggers (line 11). (please traduce your variables next time you need help ^^ i had hard time understanding the program at first, comments are nice too :p)

    So well, the cards were being redraw and then destroyed by the event 7 retriggering...

    I changed it by checking that mini_par_card1 was >0 in event 8.

    On the side, I modified the function "placeCards", as it seems you didn't know the loopindex("name_of_the_index") function, that would have saved you a lot of trouble ^^ I let your event, commented, so you see what i did.

    Hope this helps !

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Guizmus

Member since 26 Mar, 2013

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