Pennington Games's Recent Forum Activity

  • thanks again

  • Thanks, this is the type of thing I am looking for. I had a feeling there would be no short formula. I assumed I would have to write a check routine for everything I am looking for. Not like a simple check that I could apply accross th board so to speak. In the poker example, I assume a top-down (highest hand routine) would be most efficient. Example being if they have a royal flush the other hands could perhaps be skipped.

  • I am self-learned in most of the things I do. I seem to love information. I would like to find a book or blog with game logic information. This does not have to be C2 specific but that would be icing on the cake. I have been searching but not finding what I want.

    I would like to know how to write subroutines to accomplish the tasks in many types of game (mostly puzzle types). An example would be say a poker game. Do I need to write code to check for all the possible outcomes (Pair, 3 of a kind, Full house,etc) or is there a simpler way to get the result that would result in less bloat and faster operation. Take this into a more complex game would be like candy crush. The basics of the logic to check for the three or more matches. not only in the current move but in whole grid. I could list more but I think my point is clear.

    I am asking this so I do not come to this forum and ask this type of question with everything I try to make. Hope I have made my question clear. I know I could take a game creation course but am looking to go at my pace and not invest a fortune.

    Thanks

    John

    P.S. If this question would be be better elsewhere please direct and I will remove and repost it.

  • Very Nice I like what you have here perhaps can be used to make games like "you don't know Jack" or "fibbage"

    https://youtu.be/3sXdZPiNTbY

  • you need to check the space you are sending them too for a collision before you do the move forward. If that spot is empty then proceed with the move otherwise do something else....or nothing but not the jump back move.

  • I have a use for this. I searched and saw some PDF info but it seemed to be more about creating more than displaying.

    Is this a possibility?

    Thanks in advance and apologize if it has been answered elsewhere.

    John

  • Bought mine on the 6th want to see this supported!

  • searching was on

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  • It's like anything else if they want in they will get in... Locks help keep honest persons honest.

    Having said that if you are thinking of selling assets based upon credits or cash etc... perhaps you can encrypt some of your variables so as not to be easily deciphered preventing users from sharing and or stealing assets... As was mentioned before I would back up user data on server side as well to verify tampering.

    Good luck!

  • I would think without seeing the capx that all you need is to create a barrier that these two would be forced to go around and then have that be invisible and pin it to the sprites needed to be gone around.

  • I can put these to use thanks for sharing these are wonderful ideas!

    Can't wait to make my own style!

  • You are creating double work you know need to code both sprites to respond to input an collisions. Better is as was mentioned place all animations in the single sprite call them as needed.

    The double sprite method will make you need to track instance variables manually things like life will need to be shared between the objects. carrying objects as well. Making sure the new object is set at correct speed direction etc. theses will become tedious as you continue to build the game. Rethink your strategy and then discipline yourself to smart coding vs hard coding....

    Best luck to ya.

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Pennington Games

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