punkineo's Recent Forum Activity

  • You could just create a Function to load a particular GUI based on the layout you're using at the time. That way, you don't have to worry about copy/paste the UI each time you add another layout. Just call the function at the Start of the layout and it creates the objects necessary for your HUD/GUI, based on global variables you have setup and whatnot.

    To answer your question, I do not believe it is possible to display a layout above another layout; layers would be what you'd likely need here. Again, you could likely accomplish that with a function as well.

  • Thanks for the capx, On a slightly unrelated note, I have yet to update my v163 of C2--do you recommend just downloading the latest full version (v165?) and replacing my current version? Is there an update option that I don't see in C2?

    Thanks also caiorosisca, I'll start reading up more on 2D arrays as well.

  • I like how the user with the answer is Ragevortex! Seems very fitting. Also, I like this concept of something blowing against the player/object.

  • I would use a boolean and set it to true. When you shoot with the left mouse button, set that bool variable to false. That way, no matter how often someone clicks that left button it won't shoot. Then, after the Wait period you've set is up, set the bool variable back to true. Now they're able to shoot again.

  • I'd like to create a grid-based game so that the structure looks like this:

    [attachment=0:3lhgxw9s][/attachment:3lhgxw9s]

    So say you have columns labeled as A-D and rows labeled as 1-4. And the user selects something in A3 which gets destroyed. I want to be able to replace the object in A3 now with some other object. Would I do this using an array? Is this considered a 2D array or something else?

    Thanks for any help you can provide on this.

  • I cannot get over how extremely cool this game looks. The concept, the execution, the polish and the little quirkiness of it all. Very inspiring.

  • What an extremely interesting concept! Congratulations on sticking with it throughout the development process--it's not easy to do that for so long. It looks pretty cool. Good luck with it.

  • I debated whether to update the original post, but decided to leave it as is. I uploaded a different version of the game to Google Play:

    https://play.google.com/store/apps/deta ... eo.diction

    The look is a bit different from how I had it before. There are 70 levels now, broken up into 7 different packs (10 levels each). There's a level selector screen that (hopefully) keeps track of scores in the individual packs. I got the MoveTo plugin working just fine.

    This is my first game ever created and ever uploaded, so I imagine it's not the greatest thing since sliced bread. But it really is completely free, with no IAPs or Ads of any kind. I did that mainly because I couldn't quite figure out how to do ads or price it, but also because I just want it out there for now and I'll worry about pricing for other games/apps I create down the road.

    I haven't actually installed this on my own phone/tablet yet, so hopefully it works as intended! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Man alive, do I ever agree. Maybe that's coming in some update down the road or probably not. I'm just now going through my first experience with compiling via cocoonjs (honestly, pretty painless so far) and then doing the whole APK thing with android. That last part would have been torture but thankfully there is this cool tutorial out there (which has worked great up to this point):

    https://www.scirra.com/tutorials/861/ho ... id-app-apk

    I still haven't published to the App Store yet but it's because I need to get some graphics in order first, then we'll see. In the meantime, following the tutorials for export have been pretty helpful.

  • This looks very cool! Please keep working on it. I love the simplicity of it and that excellent water effect helps with the immersion.

  • I haven't experimented with the Pathfinding yet, but I'm wondering if you would be better served with the MoveTo plugin:

    It looks like you'd want your sprites to move in a precise direction each time, rather than move by way of pathfinding? Of course, I could be wrong and maybe it's already possible to do just that with the Pathfinding behavior.

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  • I actually wasn't trying to make a statement with this game, but I appreciate your comments about that movement, Very good point, czar! I did fail to take into account different pronunciations based on regions throughout the world.

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punkineo

Member since 21 Feb, 2014

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