AngelEyes's Recent Forum Activity

  • This was fun. Thanks for posting. Perhaps this will help as a starting point.

    dl.dropboxusercontent.com/u/79803565/Tilting%20boxes.capx

  • , once you have a dropbox account (they will need your email address for that), put the file in your Public dropbox folder. Rightclick > copy public link and paste it here. Everyone will be able to access the file.

    I think I read somewhere that links and probably images are only allowed if you have a reputation over 500

    Link 1

    Link 2

    Link 3

    <img src="http://i1204.photobucket.com/albums/bb412/tjasper27/Intern1_zps3d7bb0be.jpg" border="0">

  • Nice Idea. I second Jase00, I could see this really being useful for origin and image point placement.

  • "Game Economics" is a field all in itself and is part of the character of your game. Remember there is no right or wrong way, it is part of the game and if done well becomes the carrot that leads the player through the game. The economics, help them believe if they play just one more round they will be able to get that bigger gun.

    You can do the health and gun strength linearly, add 20 to health each time, but increase number of enemies exponentially (using a polynomial as above). The choice is yours, provided it balances.

    Ramp up difficulty to quickly and the player is overwhelmed. To slowly it becomes to easy. If they have to do some gold mining to get through the next level, it becomes a bit boring. To complicated and people will ignore parts of it.

    A game with great graphics and sound, but bad economics is often still a bad game.

    After the initial planning there is no substitute for play testing. Have fun.

  • There is also System > Create Object.

    Useful if you want the spawning to take place from a moving object. Set the x and y to that of the moving object. For example if you want the player to drop grenades as they run.

    Could also use it with global variables to create a roaming spawning point.

  • railslave, dt does not help frame rate, but rather makes movements frame rate independent. Thus if you do sprite move 100*dt, it will move 100 pixels in a second, regardless of frame rate. The system calculates the dt appropriately to make sure you move 100 pixels in a second.

    For create this every three seconds you do not need dt, as you are already frame rate independent and it will create the object every three seconds.

    If you have not already read it, I found this tutorial very helpful.

    scirra.com/tutorials/67/delta-time-and-framerate-independence

    It is most likely good to include dt in your movement and angle calculations. Note that at very low frame rates your movements may become jerky as you move large distances per tick. For very static games, like memory matching it will probably not make a difference.

  • sifar, tried to change your capx, but my freebie version wont let me. Your function Find Matches is getting called every tick I think, which also means that your Hex is getting set every tick and hence you add 10 every tick. The problem is you have a wait 2 seconds before destroying the balls, so it just adds up the score. You need to put in some method that once it recognises the hexagon to go, you need to stop it recounting that hexagon until the balls are destroyed.

    To test, where you put the seven, add one to the seven variable. I bet it will reach 27.

    PS, really cool game. Hope that puts you on the right track.

  • sifar, It looks like you have already got the hexagon identification done, as you are placing a 7 on the middle ball. Have a separate variable "Hex", each time you place a 7, add one to Hex. When you come to make the score add Hex*7 to the score. Will that do it?

  • PlasmaGames2013 if you switch off the UI and Game layers does the Background look correct? If so then check to make sure the UI and Game layers have their backgrounds set to transparent.

  • Have you looked at the plugin Spriter? Although I have never had need to play with it, it sounds like it was designed to do exactly what you are looking for.

    A capx would also be useful to see what you is actually happening.

    If I remember, behaviours (pinning) are frame rate independant, and you are most likely setting the image point per tick, making it frame dependant. Not sure if that could cause the lag, but I am starting to get out of my depth here.

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  • flaye, trying to answer point 3.

    Set angle of object being fired to that of angle of cannon.

    Use bullet behaviour on object and in properties keep "set angle" at yes.

    This should get the angle correctly set on creation.

  • When you start a new project select Template: Auto Runner for the type of game you want. I have stripped it down to just the infinite background here.

    dl.dropboxusercontent.com/u/79803565/infinite%20scrolling%20background.capx

    Basically you have two tiled images next to each other. Scroll them. When the first image is finished, you just move it back to the start. Obviously you need to work on the "seam" where the left and right hand side of the images meet, to make it believeable

    Thanks for posting, also learnt something tonight. Thanks to aerirprown for pointing us in the right directions.

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AngelEyes

Member since 20 Jul, 2013

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