AllanR's Recent Forum Activity

  • MikaelS

    is there a reason why you want to paste the tiles to a canvas? You could just create all the sprites you need for the board. As long as collisions are turned off and the sprites don't have any behaviors or effects, they take up little memory or processing time...

    plus, then you can update a tile if it has "damage", or changes ownership, etc...

    I made a quick test, you can get it here:

    https://www.rieperts.com/games/forum/hextile.capx

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  • Ninjadoodle

    I enjoyed the video with your family.

    For me, the game is too random to be something I would play. I had a lot more fun with last week's.

    But, I commend you for completing another one. Your goal here is inspiring!

    couple comments... there is still a bug when you turn off sounds some still play. (turning off music worked fine). Also, I skipped the instructions the first time, then decided to go back and read them but couldn't find a way to call them up again.

    oh, I think my best score was 15 or 16...

  • Hypozonic

    because they have the "Bound to Layout" behavior, as soon as the layout starts, they automatically get moved into the layout.

    And, like I said, if you destroy them at the start, they will get automatically recreated because of the code in each of the enemy sections:

    Enemy -> On Destroy - Create Object Enemy...

    so, that is why you don't need to have the Create Object lines in the Start of Layout section.

  • Yes, you have the 3 enemies on the layout (at the top), and then in your code at the start of the layout you create one of each, so you end up with doubles.

    Normally, at the start of layout I Destroy objects like your food and enemies, and then create them as needed...

    since you have code that recreates the enemies when they get destroyed, if you have your game destroy them at the start of layout they will automatically re-spawn.

    so, either have the start of layout code destroy them, or just set their positions to a random location. But either way, take out the lines where you create new ones at the start.

  • phartron

    ok, I played with your file - the problem is that you are asking for fullscreen Centered.

    Your layout is 1920 x 1080, but your screen isn't that resolution. So, it is giving you the layout you are asking for and then centering it in what is available.

    I have two monitors in front of me - one is 1920 x 1080 (and that works the way you want), the other is 1280 x 1024 (and it looks very similar to what you are getting).

    So, you need to choose one of the stretch settings if you want your game to fit any screen. If you need the full 1920x1080 then choose Stretch letterbox scale - but you will get black bars if the screen is a different resolution that can't be evenly stretched to fit. If you want to use the whole screen without black bars then you should choose Stretch scale outer - BUT you wont get 1920x1080 if the game is running on a monitor with a different resolution, which means it is up to you to make sure everything adjusts to use the space available!

  • phartron

    what may be happening is that the top left corner of the screen is no longer 0,0

    So, you can try Pin, but I usually have an event:

    On Browser Resize -> Wait 0.2

    -> Sprite - set position to ViewportLeft(0), ViewportTop(0)

    since the origin of your sprite is the middle instead of top left corner, you would have to do:

    Sprite - set position to ViewportLeft(0)+sprite.width/2, ViewportTop(0)+sprite.height/2

  • Ninjadoodle

    just played a few more times - got 27 twice, and then had a great run of 104.

    another thing that would be nice is if it told you what your score was at the end because it is easy to not pay attention, but then wonder how close you were to beating your score...

    I don't think you have to make it harder. Eventually you will make a mistake, or the teleports will disappear at the wrong time, or the flame will get you. A run of over 100 is still only a minute or two.

  • Ninjadoodle

    really good job with all your games so far! I like the simple designs/concepts. I just got 25 on cursed jewels...

    one bug is that sounds still play if you turn them off in settings.

  • heyguy

    you can use:

    choose("option1","option2","option3")

    and it will randomly pick one from the list... and assign it to a text variable or use it in a condition in an event, etc.

  • Hypozonic

    well, I played around with your game quite a bit, and made lots of changes... and there are still a lot of things I would do differently, but I have other things I should be working on :)

    to make the enemies not target food outside the layout, you have to make sure it is out of range, or better yet, destroy all food at the beginning of the game (Start of Layout) - before new food starts to randomly generate.

    I made the mouse wheel zoom in and out of the layout so that I could check up on all the enemies...

    I made the enemies bump apart if they run into each other, and look for new food.

    I also tried a alternative method to find food for the dark enemies (using a "detector" sprite instead of line of sight. That lets you select whatever food is near the enemy and then choose the closest.

    For some reason the path finding sometimes just fails to find a path, so in the dark enemy section I have it just randomly put the enemy somewhere else and try again...

    Now, the only time I have seen an enemy get stuck is if it is trying to get to a food near the edge of the screen but can't quite get there. (You can click on an enemy and the food it is going for will flash).

    I made the dark enemies grow much faster than you had them, just to speed up debugging...

    you can download my version of your game here:

    https://www.rieperts.com/games/forum/agar_tester2.c3p

  • Hypozonic

    I think the problem is that you have the background image set as solid, so the line-of-sight never sees any food, because the entire layout is one giant obstacle. When I turn off solid on the background it seems to work fine...

    other bugs: you are destroying food when the enemy arrives at the target position, but it doesn't remember the specific food that was targeted, so it destroys ALL food. You want to destroy the food when the enemy collides with a food - then only that one will be picked and you can destroy it.

    also, sometimes the enemies set a path that wants to take them off screen, but they can never get there so they get stuck at the edge of the screen...

    oh, the reason they were going straight down was that you have the initial food object below the layout, and the enemies were targeting that...

  • jtraskelin

    Here is how I set up the screen for scale-outer... I don't see any problems on my iPad or iPhone. pixels don't look distorted to me.

    One of the tricks to arranging things is to remember that the top left corner of the screen is probably not 0,0... it is surprising how subtle that assumption can be.

    anyway, try this and see how it works: https://www.rieperts.com/games/forum/screen_test.c3p

AllanR's avatar

AllanR

Member since 21 Nov, 2013

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