Windwalker's Recent Forum Activity

  • You can use a local global variable named pickedUID. Then, condition: on marker collision with platform, action: pickedUID=platform.UID If I get you right.

  • gullberg86 I think you can design the whole level in photoshop, then paste it into C2 as a large sprite or tiled background, disable it's collisions... Than add another layer, and fill it with invisible sprite rectangles with collision, which you can deliver around the level to make neccessary pieces solid. However, making piece by piece level objects and designing your level inside c2 is much more helpfull, as especially if you have large levels, the above method may be slow.

  • This is deadly! I wonder what the result would be along with some binaural beats instead of this music.

  • retrodude the music of jet hero is going to haunt me for weeks I'm sure! Also the gameplay reminds me of an old game I used to play but can't get the name. "You can be a hero or a zero" and zero was red and had a sword like this. This is awesome, you should definately work on this!

  • R0J0hound dat math! Simple yet elegant. This is actually working extremely fast and solid! Sometime I notice bullets going missing when I fire in salvo's but I couldn't test this further. This is so awesome!

    EDIT: I think it's possible to add "diffX and diffY" variables if you don't want to place tilemap at "0,0". Just set them manually at startup and include in your math, but I'm just unsure how to.

  • What I tried for my RTS game under works was to have each Menu Object have an "IsActive" variable like mentioned above, and also Xcoord and Ycoord instance variables. I create and throw my HUD elements out of screen before startup. And when the menu is activated, I change the position of HUD elements to their corresponding locations(Xcoord,Ycoord). Upon deactivations I just send them to -500,-500. Since I am doing all of this in a seperate event sheet, as soon as I include them in any level, I automatically have a global solution.

    However, you have to decide Xcoord and Ycoord manually which takes a few tries. Also, since I used a lot of pin objects on my UI elements, it became a little bit of a messy code and I decided to look if there was a better alternative. Just my 2 cents.

  • Martiny, you should preload the sound effects that are not working. NOT the music itself. Then, sounds should play as well as music. I came upon this problem when I was working on Blossom project. It actually solves the problem.

    Regards;

  • Hello Joannesalfa,

    I admire the persistance and I indeed believe more expressions for tilemap, including tilecount, could be helpfull and increase the power of c2. Or make it even more easier to use. This is in fact true for many of the behaviours and objects.

    For your example, on the other hand, it was rather easy to implement another solution. Just added a tilecount variable, and I am reducing it by 1 everytime a tile is destryed, ie. when you create destruction particles. At zero tile count, level restarts.

    You can find it working, here:

    dropbox.com/s/i8juow37bg2y4al/BreakTiles.capx

    Also, I am noticing that your expressions are sometimes missing the mark because of the way you are building your sentences. Trying to explain it more clearly or in a different way, or with an example may help.

    Regards.

  • Hello all,

    My distant friend RB Whitaker, writer of C# Player's Guide will be casting on twitch about versioning with Mercurial and Bitbucket. Stream will last for 60 minutes, starting on Sunday evening.

    See details below:

    Date: Saturday, December 21st, 2013

    Time: UTC 17:00 to 18:00

    Location: twitch.tv/rbwhitaker

    Please check post for further info if you are interested.this

    See you around, folks.

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  • Oh boy... That's what happens if you cut your support at the wonderfull XNA. I want to say bad things for microsoft but I won't, because I am a kind, grown up, intelligent man who knos anger will not MICROSOFT WHY DID YOU DROP ON XNA YOU TUCKING IDIOMS!

  • I suggest using an array and updating the position of the enemy(ies) on the array mathematiccally, and each turn or each tick, draw the in corresponding space in layout.

    You could also use pathfinding behaviour for the enemy, and correct it's position each time it moves to create the grid feeling. You may also need to stop for a half second every time it moves some distance to create the grid-movement effect. Even though the pathfinding behaviour uses an unseen grid, I think it still is very smooth so movement will not look like grid based.

    Just on the top of my head though.

  • It looks awesome, the artsyle is very handsome mixture of body blows, cisco heat and similar games palettewise. animations look smooth and you seem to have most of the base system in place! Please share more as soon as you can! Nice to see these things for old guys like me :)

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Windwalker

Member since 2 Apr, 2013

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