AllanR's Forum Posts

  • zenox98 was trying to tell you to keep it as simple as possible - make an image point in your player sprite and spawn the coin on that imagepoint. That way it can't miss.

    The canvasToLayer function will give you different results on different screen sizes and orientations, and only makes it more difficult to get the effect you want. Whenever possible, use the simplest method and let the power of C2 do the work.

  • TestaDiDrago

    You can turn Gravity on and off, it is in the "Physics Global settings" for an object (but applies to all objects that use physics).

    So, at start of layout, choose an object that has physics, and set world gravity to off.

  • You can add the Persist Behavior to objects to have then remember where they were (they don't get destroyed when the layout ends and then recreated when you go back to the layout).

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  • You need to give your objects the Persist behavior, then you wont have to worry about saving between layouts (unless you want to be able to quit the game and start it up later at that spot).

  • I just tried a very similar test, and you need to set size(6,1,1) - not with zeros.

    Also, set size(6,1,1) means you have 6 cells in the array numbered 0 to 5. Your "For" loop will run 7 times, so it should be For "" from 0 to 5

  • I am still quite new to Construct 2 and love it! The things it can do amaze me.

    Yes, it has highly customized projectiles. The projectile behaviour can be applied to all kinds of things you never imagined to create awesome effects.

    There is no built in "level-up" system, unless I miss-understand what you mean. But all the hooks are there to easily build something like that.

    Same with "unlock/achievement" system. C2 is a lower level development tool - you would have to define and build your own system, but it wouldn't be that hard.

    Randomization is certainly posible, but again, you would have considerable work defining all the parameters to make sure it would still be functional.

    You can do almost anything imaginable with particles.

    My 13 year old son, with no prior programming experience, has been creating things that blow my mind! (It does help that he has a programmer dad to help out when he gets stuck though).

  • Well, I was playing around with it this afternoon too... it is hard to get it moving just right!

    I ended up double scaling the ship to keep it smaller longer, which I think helps.

    I am sure there are mathematical formulas to calculate the movement properly in a 3d space and then map that to the screen but I didn't have the time to figure that out. Oh, I also added sine motion to the ship after it stops to make it look like it is floating...

    you can see my version at: http://www.rieperts.com/games/Ship/

    and get the capx at: http://www.rieperts.com/games/Ship/sprite_movement.capx

    Good luck with your project - it looks great so far! :)

  • I would store all the character details as instance variables in the sprite object.

    If you are going to have a lot of animation for the characters then you would make a small invisible sprite to hold their variables and location on the screen, and then pin another animated sprite on top of that for things like walking, idle, jumping, falling, fighting, dead, etc.

  • Your Sign_esw frame 0 has an origin of 0,0

    frame 1 has an origin of 0,3

    so, when it is on frame 0, the objects never actually overlap it...

    when I made the origin for frame 0 also 0,3 then it seemed to work fine.

  • Well, I tried several times, and it did crash a couple of times, but it would also play fine for long periods of time as well. I tried it both in Firefox and Chrome. It seemed to run better in Chrome...

    I ran it in debugger mode several times too, and most of the work is being done TransformWorldXYZ. I thought maybe it was getting stuck in an infinite loop or something like that. But I don't see any problems there.

    On my system it would occasionally stop for a few seconds, but then keep going. I thought that might be cause by garbage collection, but there is very little creating and destroying of objects.

    So, I didn't see any obvious problems...

  • Very nice so far! I just tried it in Chrome before I read the note saying it didn't work, but it worked fine for me... The controls work extremely smoothly.

    Maybe I'm impatient, but it seemed to take a long time for the ball to completely stop sometimes - when it didn't look like the ball was actually moving more that a pixel or two. I think it would help the pace of the game if you had a threshold to stop the ball.

  • The artwork is beautiful! :)

    I would think #2 would make a little more sense - to use one hand for the fighting, leaving the other hand to control movement...

    You could always have the controls user definable so people can set it up how they like it...

  • I have done it both with a MySQL database and an htaccess generated text file of users/passwords.

    If you have a very small number of passwords, then a text file is ok, but if you want to have a lot of users and passwords I would go with a database...

    To do it either way you use AJAX to send and receive requests and data back and forth to a php script that would do the queries to the database (or read and write to the text file).

    There are several good tutorials that I followed that helped me get started...

  • The first thing I would check is the whether the folder and file names on the server are spelled EXACTLY the same as what the exported code is asking for. Web servers are usually Linux machines, and spelling is case sensitive, so if you have a folder "Images" but the code is looking for "images" then it wont find what it is looking for!

  • could the 16x9 grid be just one sprite, or tiledbackground - showing all the connections open, then add the connectors to close the ones that aren't open. Or if the map has more close connections than open ones then reverse that (have them all closed and only add the open ones).

    If the connectors are wide enough and centered between two levels, then one could do the job for both sides of the connection, cutting the number needed in half...

    I made a calendar app that could show up to 12 months at once, each month had 40 cells, each cell was a sprite and a text box. In total I had well over 1000 objects on screen and performance was fine.