jobel's Forum Posts

  • I don't get as immersed in games mainly because I don't have the time for it. Making games has become my "game" now. But when I do have time off, I can get into games again...it's a different mode though. It's like how I go on vacation and it takes me a few days to actually relax. so yeah, time is the main factor.

  • so, download the game's source files and take the music to use it in your own game? why would anyone do this? there are SO many music people out there that could create custom music for your game, probably for free!

    I checked out the tracks. There are 2 cd quality tracks by Brian Langsbard which are real orchestral recordings. All other music and sfx is extremely low sample quality (11kHz) - not worth it to reuse.

  • hey Jax cool concept but you really need some high quality music on there! hopefully you have a source for that!

    I'd also add a video that solely shows the music transitions and not talk over it. Even make a quick C2 game that clicks between the music to show transitions... would go a long way to show exactly what you are talking about.. esp for the layman!

    good luck!

  • oh that's easy. Use the Mouse Event OnClicked(Whatever Object). This event will fire when your object has been clicked by the mouse. In there you should probably store the UID of the last object selected. Then your other controls can use that to take action.

    Also put all your selectable objects into a family.

    I'm not on a computer with C2 right now but this is basically how you do it...

    i.e.

    Make a family of selectable objects called Pieces

    Mouse OnClicked(Pieces)

    LastSelectedObjectUID = Pieces.UID

    Mouse OnClicked(RotateButton)

    System Pick Object by UID(LastSelectedObjectUID)

    Rotate Pieces x degrees clockwise

    Mouse OnClicked(ZoomButton)

    etc...

    Mouse OnClicked(MirrorButton)

    etc...

  • megatronx yeah sorry I don't have a solution.. was hoping someone else could pitch in.. maybe trultz has the answer?

  • supposedly they fixed "LOTS of bugs and performance improvements"

  • thanks for the heads up...I'm still on Chrome 35 and it asked me to update which I declined. I'll do my benchmark tests now and then update to 36 and compare..

  • It's more of a design issue than if C2 can do it. C2 can pretty much do anything you need it to (in 2D).

    It doesn't sound that hard to do. Especially if the ships are stable like in the game FTL. If you don't care that the weapon physically goes through the target and you flash something on the screen like "MISS" then that's WAY easier to accomplish.

    One way I can think of is when doing the calculation you should have an overall modifier. So weapon1 has a 80% chance of hitting. Give that number a value out of 0-100 (100 means you will always hit, 0 means always a miss). Then check for other modifiers. Distance > 500? -10, distance >1000? -20. Enemy has cover? -20 Player has a gunner with >10 exp? +10

    Figuring this out is a whole process of testing and balancing. Something you will probably modify up until the game is just about done. Meaning, it's going to change a lot!

    Then when you have your final modified number (ToHitNumber), generate a random() number between 0-100 and see if its within your ToHitNumber. If it is, player hit the target, if not, player missed. Then you can do a similar process for how much damage you did.

    basically D&D...

  • which template?

  • the menu is back... but yeah, I am always getting logged out even if I check "keep me logged in"..

    it seems timed whether I'm using the site or not. I'll be using the site and reading, searching etc.. then I post something and get prompted for my password and lose my post. So I have to hit BACK, BACK and then Submit again...a little cludgey but it's better than it used to be!

  • rexrainbow's CSV plugin is pretty easy as well...

    make a spreadsheet in google docs and save it as a Comma Delimited File... cut and paste it in.

    downloading the plugin is also quick..

  • overlap or collision will work the same.

    make sure your collision box is set.

    one thing to remember that the OnCollision event will happen every tick (60 ticks per second) and it will select every object of the same type. And once the event is triggered, that also "picks" that object. So when you reference the object in the Actions, you are only referring to the object that triggered that particular collision.

    The problem with checking collisions with the same object is that you aren't assured which Object you are getting(picking).

    See my test capx

  • First, are you applying this to an action game or a turn based game? i.e. will there be live game movements to consider?

    Are you talking about the physical act of shooting and missing? i.e animating a bullet and as it travels start to make its accuracy falter? Or do you mean just calculations? If it's just calculations you completely control that with your design.

    Arrays have nothing to do with that really, except a way to loop through data. Seems like you are talking about design.

  • you could start with playing around with the Slide Bar controller and make your own when you get used to it.

    https://www.scirra.com/manual/179/slider-bar

    I assume if you have slide controls you are adjusting speed or something sort of range mechanic i.e. values from 0-100

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  • hmm.. so maybe you could possibly record motion data?