Jophiel's Recent Forum Activity

  • thats makes 2 of us newt... but sounds like we can use their vr hardware so we can use it with construct.by download an sdk.

  • Jophiel, For problem 1, I would create a new frame to the block's animation which is a red version. Have the animation set to not play from the offset. When spawning the block, do block.setframe(round(random(1))). That will make half of the blocks blue and half of them red. Then add a block.oncollision(player) & system.comparevalues(block.animationframe = 1). Add the action: system.restartlayout.

    For problem 2, you can use the variable 'time'. This is a number which represents how many seconds have passed since the game started. If you start straight into the game, then you can just use the variable. If you have menus etc, you will need to store the 'time' at the point the game starts, and then the time for the game is just time-gamestarttime. Then to make more blocks spawn over time, set the upper limit of the for loop to say, random(0,3)*floor(1 + time/25) So every 25 seconds the number of blocks spawned will have a larger probability to be more. To decrease the time between block spawns, the current method you are using is 'every x seconds' -> spawn some blocks. You have used x as a constant so blocks spawn at constant intervals. If you want to make it go faster over time, then you need to make x smaller over time. This could be achieved by having x = initialtime - time/10, so this way, every second the time taken for the blocks to spawn decreases by 0.1 of a second.

    Briggy I friken love you man ahah.I appreciate this a ton..I finally see a light for my game and that it wont take years..I am sure this will be helpful to the forums as well.This is great but theres only one thing...im still a big noob and this is passing right over my head..I don't know how to implement this ?

    Jason

  • To the best I understand what your asking, here is the .capx:

    https://dl.dropboxusercontent.com/u/2346355/UpDownSpaceScoreExampleThingy.capx

    I did the scoring based on AONasser's version where the scoring block is destroyed when the point is given.

    If you want to keep the scoring block then I can add my variable method.

    Hey thank you for sharing your wisdom to me and the forums this is awesome

    I would love to see your variable option you mentioned for the second problem..because the idea is that there will be many blocks. but I don't want the block to be deleted

    THANKS! looking forward to your response

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  • AONasser covered it, I will add for #2 that if you don't want to destroy point for some reason you will need to use a variable toggle.

    Ie. overlapping point + spacebar pressed + alreadyScored=0 = add 1 to score, set alreadyScored=1

    Hey,

  • Hello Wonderful community, I have been trying to figure out 2 things for maybe a future game.(download link to capx bellow) <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    1.I want the player to go thru the platform he is standing on onto the other platform below when I press down on the keyboard, and when I press up on the keyboard I want the player to go back up,BUT I want to achieve this without having the player jumping....so if you download the capx you will see I set the jump strength to 0

    2.In the capx I provided you will see that when you are overlapping the point and you press spacebar, it adds 1 to the score..BUT I only want to add 1 to the score once..so when I press spacebar a second time it does nothing

    PLEASE HELP!!

    bit.ly/1bVNJqT

  • Jophiel, For problem 1, I would create a new frame to the block's animation which is a red version. Have the animation set to not play from the offset. When spawning the block, do block.setframe(round(random(1))). That will make half of the blocks blue and half of them red. Then add a block.oncollision(player) & system.comparevalues(block.animationframe = 1). Add the action: system.restartlayout.

    For problem 2, you can use the variable 'time'. This is a number which represents how many seconds have passed since the game started. If you start straight into the game, then you can just use the variable. If you have menus etc, you will need to store the 'time' at the point the game starts, and then the time for the game is just time-gamestarttime. Then to make more blocks spawn over time, set the upper limit of the for loop to say, random(0,3)*floor(1 + time/25) So every 25 seconds the number of blocks spawned will have a larger probability to be more. To decrease the time between block spawns, the current method you are using is 'every x seconds' -> spawn some blocks. You have used x as a constant so blocks spawn at constant intervals. If you want to make it go faster over time, then you need to make x smaller over time. This could be achieved by having x = initialtime - time/10, so this way, every second the time taken for the blocks to spawn decreases by 0.1 of a second.

    Hey Briggy, this is amazing

    Jay

  • Jophiel, sure, what's the problem? And I've only ever released one game and it was a quick thing I did when messing with C2 after a period a hiatus <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />

    I see, yea life can get busy, my main passion is music too..anyways so! 1st prob.

    I want one of the blue blocks that spawns to randomly be replaced by a red block, and when you press space bar when the player is overlapping the red block(or on collision -_- not sure) then it kills the player, and restarts layout/global variables..I've added some extra stuff to the capx so you'll see <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" />

    prob2)So Right now its either 1,2 or 3 blocks that are spawning,and when a blue block is just going off the screen another block/blocks spawn, and that's all thanks to you <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /> But I want to spawn more blocks progressively and more quickly..it just seems a bit boring that they keep spawning at the same speed all the time..

    Here is the new capx

    bit.ly/1DIZQyp

  • Yeah, so it currently looks like this:

    All you need to do is change it to this:

    where '10' is the number of pixels to separate the blocks by [/quote > > Once again, thank you briggy Also where can I play your projects? you must have a few killer games!

  • That is what is happening in my example

    Awesome work Sir I'm not afraid to admit I'm a total noob, do you have advice on how I can achieve this briggybros?

  • Are you possibly thinking about having the game paused but the menu is still animate? If so its easy..To set the screen to 0 use.

    System-set time scale to 0

    and to keep your menu going at regular speed

    System-set object time scale

    choose object and set to 1.0

    wait for signal "start"

    keyboard-on key is down

    system-signal "start"

    set "menu" invisible

    not too sure what you want but just mess around with the time scales and signals.

  • Is this what you were getting at?

    https://dl.dropboxusercontent.com/u/706 ... BLOCK.capx

    Hey briggybros, thanks for the reply and help <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /> But I didn't want the size of the sprite to change. What I want is the sprite to spawn at different amounts..meaning, sometimes It will spawn 1 sprite, and sometimes it will spawn 2 sprites and sometimes 3 sprites..Any help and wisdom will be greatly appreciated!

  • Isn't this topic still related to previous thread?

    viewtopic.php?t=129069&p=909343#p909343

    Even the archive file is exactly the same.

    Hey alextro it is slightly different as I am trying to figure out how to randomize in a straight line...But for some reason today the forum glitched on me and I couldn't view this post to edit and make changes :/ I believe it was due to the short link I was trying to post

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Jophiel

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