Bertie Booster's Recent Forum Activity

  • You don't need the "Else" as the "Player-Weapon==" condition determines which sub event of the condition "On key R pressed" will run. Effectively you are trying to use an Else as an Else/If which isn't quite the same thing but tends to work in C2 as each condition is effectively an "If" condition with a redundant If statement. ie you are saying IF key R is pressed and IF player weapon = Else IF Player weapon = Else IF player weapon =.

    It's much better practice to write it:

    {If} key R is pressed - condition

    {If} weapon = 1=> do something - subevent1

    {if} weapon = 2 => do something else - subevent2

    ELSE do whatever it is you want to do if weapon doesn't equal either 1 or 2. - subevent3

    The easiest way is to add the 8 direction behaviour and then (on the left) adjust this to four directions ie up/down/left/right.

    More aesthetic would be the use of bullet behaviour where it's very easy to control the direction by degrees eg 0,90,180,270.

    The advantage of bullet behaviour is that you could effectively animate the tile movement to give a nice smooth move.

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  • Download the Android SDK first then.

    http://developer.android.com/tools/devi ... l#starting

  • Thank's Rabenmutter

    Ashley

    Is this true :

    "Turn off collisions on objects that don't need them"

    Would it not be quicker, easier and more...... educational to simply try it and see what happens?

  • 32px gives a grid of 32X24

    64px gives a grid of 16X12

  • The AJAX object is inserted to the project the same way as any other object such as a Sprite, Tiled Background, Sprite Font, Array etc. It's at the bottom you may have missed it.

    You'll also find one in the same place called Browser, the Browser object will let you execute javascript directly.

  • Add the Ajax object and then you can use AJAX to POST any variables you might want to extract to the URL of your choice eg a MySql db. You can later use Ajax/request URL to bring them in to your new machine from the db.

    (You could just use Fiddler to snatch the vars to a txt file if you don't have access to a server with db but it's that easy to setup localhost with Xampp or similar this should be a last case scenario)

  • Like a father eh then you must say hi to Nicola I mean your mum from me an old friend of the pair from back at the Gym days......... LOL

    I suggest anyone tempted into purchasing a kitchen from whatever Mr Miller company is called today starts by Googling Vance, Nicola Brodie, OFT and Craftsman Kitchens

  • I'm making two assumptions here:

    1) you want the camera to operate solely within the lower triangular area.

    2) Your Layout is in 16:9 aspect ratio eg 960X540 **

    using trigonometry:

    Calculate the diagonal angle to be: 29.358 (trust me) we'll call this 'a'

    from that we can use the tangent of the X value to set the Y value to draw the hypotenuse (your diag line)thus:

    Y=X*tan(a)

    So to fall within the triangular area you want the coordinates must be in the range:

    camera.Y>camera.X*(0.5625) {0.5625 == tan 29.358}

    So the short answer is:

    camera.Y>camera.X*0.5625

    Hope this makes it easier.

    ** Adjust the angle if different aspect ratio

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  • Hi, no you're welcome, I had a very quick look, it works but there are issues visible if you use the debugger primarily the block instance variables are wrong.

    First thought is to populate them asap either in a loop on creation or use: System/ on loader layout complete/ for each block/ set OldY to block.Y then do the sums from there......

    And a little tip while I'm here.

    You know you had to include one instance of the block and text boxes, then immediately destroy the block?

    Well you can create a new Layout, call it "Unused" and put anything you want the game to create on it. So long as there is an instance of the object in the game on any Layout used or not, C2 will create the object as expected.

    So technically you could throw a block and the text boxes on an "unused" layout and just use a blank layout linked to the correct event sheet to make this "game" as per your CapX.

    As your games become more complicated you'll find this saves a lot of clutter around the outside of your layouts, very useful with huds etc too as you can design the hud once then just use an include sheet to get it on any layout.

    PS

    Back to your CapX.

    Your block is 50X50 px 100px centres so there is a void of 50px between each stacked pair.

    Try adjusting the point of collision overlap from 100px to 80 or 60 and you'll see the upper block follows the dropping block more fluidly as the dropping block only has to move as few as 10 (instead of 50px) to trigger the secondary drop. Just makes it more visual imo.

    Conversely if you increase the overlap to 124 you can reverse the effect and make it more "blocky"

  • Lots of news, all of it good thanks IntelRobert. I think enabling monetization,ads etc. for C2+Crosswalk through plugins is going to be a real deal clincher for many, it's a little bit of a problem at the moment...

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Bertie Booster

Member since 21 Oct, 2013

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