jobel's Recent Forum Activity

  • use the timer Behavior!

  • fun little game with potential.. I like the stamina for each player before the game.. although all my guys were very tired before we even started!

    you got some major bugs in the gameplay though....

    why is the manual--draw a path to the ball so slow?? it's not even functional it's so slow. The computer player was way too good for my guys.. they couldn't even get the ball out of our zone..

    after the lightning, everyone on the field flipped out a bit and started to rotate.. after a while I couldn't draw paths anymore.. but then it came back..

    I would concentrate on the gameplay, don't worry about powerups and all that.. just get the game playing good.. so you can kick the ball, and have it be responsive.. right now, it's totally not responsive at all.. and I didn't like the option to just do nothing, because why play then?

  • happening for me as well.

    Once any fade-in, wait or fade-out finishes it triggers for all the fades.

    using r244

  • CurX is only for looping through the entire array.

    If you know your index you would reference it like Array.At(5)

    but if you are trying to find the row based on a value, you need to loop through the whole array and look for it. So you would use CurX and CurY (because your array above is 10x10). You have to look through on each row (x) and then in that row each column (y).

    Think of arrays like excel spreadsheets.. the rows are X and the columns are Y

    If there's more than 1 "58" in your table this loop will execute the action(s) for each "cell" that equals 58.

  • no need for that entire sub event. you set Drawbridge.Open to 1 and then check if it's 1. No need to check if it's 1, you already knows its 1. On E pressed will only trigger once, if you are worried about spamming the 'E' key, just add Drawbridge.Open not equal to 1 in the condition.

    as to how how to add text.. (you should use spritefonts - download plugin SpriteFont+ and the program GiveYourFontsMonoSpace)

    -on your Text or Spritefont object, put the Fade behavior

    -add an action that has Drawbridge Spawn another object.. and that object should be the text.

    -set the Text to whatever you need it to be.

    -make sure the fade behavior (on the text) is set to Active At Start and Destroy on fadeout.

    -set the Fadeout or Wait value to be able as long as your drawbridge going down which looks to be just over 2 seconds.

    so

    Fade in 0

    Wait 2

    Fade out 0.25

    or adjust as you like

  • very nice!

  • yeah it depends on how you look at it but for me X is always the row and Y is the columns... I hate the way C2 says X is the width.. and Y is the height.. it's completely wrong to me. Height should be the number of rows or "records" and width should be the columns or fields

    FRED SMITH 12 LANDAU LANE

    BOB SMITH 21 MAIN STREET

    JANE DOE 19 FREE STREET

    not

    FRED SMITH BOB SMITH JANE DONE

    12 LANDAU LANE 21 MAIN STREET 19 FREE STREET

    that's more like the way it is shown here:

    https://www.scirra.com/tutorials/307/ar ... ers/page-4

  • changing the light purple bound into something else. maybe a rocky-tile or something.

    also you could make it into a chasm tile....that way the bats could still fly over it... and the player could still overlap it a bit and it would still make sense.

    https://s-media-cache-ak0.pinimg.com/73 ... 8f1a4d.jpg

    or

    https://s-media-cache-ak0.pinimg.com/or ... 416c96.jpg

  • pretty cool..

    is there a way you can use more of the screen real estate? make a grid instead of a column in the center.. seems like a lot of wasted space.. I assume because you brought it over from a mobile app.

    I like the idea of a bunch of news sources and being able to drill down.. but I don;t like the "reading" option, would rather just have the lines there so I can skim with my eyes..

    Functionally I think I'd like to see all my news sources on one page if possible... like how you see apps on your iPhone or Android. And be able to glance at their top stories, then drill down from there...

  • Insert object -> use the Particle object.

    search the forums and tutorials, there's dozens of examples... and check in C2's /examples folder.

    you can also use sprites...but you have to do a little more work to make them do what you want... Particle Emitters do that for you.

  • C-7 who's arguing? I'm saying be careful with reading that much data into memory. period. are you actually arguing to NOT be prudent? If so, that's terrible advice.

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  • Your scenario implies loading in nearly an hour of music at once, which is more than many games have for music in their entire soundtrack. In actual practice, particularly with interactive music, you'd never load in more than a couple minutes of music (15-30 MB) at a time, and you totally get more mileage out of less audio content with interactive music.

    I once wrote and produced 30 minutes of music for a small little game. if that music was not streamed they would have had serious memory issues - they simply would not have been able to do it with the graphics they had. All I'm saying is to anyone reading this is the same thing that is in https://www.scirra.com/blog/112/remembe ... our-memory - and even though it does not mention audio per say, I think at the time of writing it was not conceived of a reason for music to be read into memory.

    also check out games like Undertale or Lisa.. crazy amounts of music

    https://widdly2diddly.bandcamp.com/releases

    EDIT: People want to make music games with C2. and look at the problems that KLANG had... it's just a friendly warning!

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jobel

Member since 27 Jul, 2013

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