NECRONOMICRON's Forum Posts

  • UPDATE V6:

    - Add squad behavior.

    - Add several types of squad formation (only active "0")

    - Add Bullets destroy enemies

    - Add better behavior of cursor

    - Visitor counter

    SEE DEMO IN FIRST POST.

  • the easiest way I know of is to create a family, put the pin behavior on the family (not the soldier sprite).

    then you can pick the soldier sprite that is the chief, and pin all the family members to it.

    THANKS...

  • Hi Builders ...

    I need to do the following ... that a Sprite using PIN be subrogated to it.

    Imagine the following: I have an army of SOLDIERS (sprites) all of the same type, but only one is the COMMANDER ... the Sprites have a VARIABLE called "CHIEF" ... the Commander has it in "YES" and the Too many "SOLDIER" in "NO" and I want all "SOLDIER" remain with "PIN" behavior that SOLDIER that he has the VARIABLE "CHIEF" as

    "AND IT IS".

    The Sprites also have another variable saved by the Commander's UID called "UICHIEF"

    Any way to do it? ... I don't want to have to create another sprite to pin between them.

    Tagged:

  • upload the game to netlify for test...but i see change the animation only for "stand" but no in left or right

    upload the capx for view. let me help.

  • UPDATE:

    V5

    - TITLE IS CREATED WITH SWISHMAX 4 ... EXCELLENT TOOL TO DESIGN PIXEL ART, IF IT IS ORIENTED TO FLASH, WHEN WORKING IN LOW RESOLUTIONS 256, 128, 64 OR 32 PIXELS AND EXPORT TO GIF, VERY GOOD ANIMATIONS ARE. RECOMMENDED.

    - ADD VARIABLE "FUEL" TO SPRITE MISSILES AND EACH SECOND REMAINS ONE VALUE PER MISSILE.

    - DOWNSCALING IS MADE AND IMPROVES THE VISUAL PIXEL OF THE GAME.

  • UPDATE:

    V4

    - ADD MISSILE COLISIONS WITH ENEMIES AND EXPLOSIONS

    - ADD ORBS ANTI-BULLETS AND MOVEMENT MECHANICS

    - Thinking of 3 types of orbs:

    1.- The one that is already, orbital type and that protects from a quantity of shots with a maximum of 5 orbs.

    2.- The orbital orb but the player as the center (360 degree rotation in one direction or another) with a maximum of 3 orb.

    3.- The static Orb (use pin) that will always be kept at a distance and side according to the angle and position of the player.

    Thinking ...

    Any idea is welcome. Up

    SEE THE DEMO IN FIRST POST.

  • when you add the fade behavior to a sprite, you can set the "Active at start" to "No".

    that disables it until you tell it to start. there is no way to disable it with code that I know of.

    And use only one of effects, alternate "0" or "1" in fade in or fade out time.

  • Only for PC...for now.

    HISTORY: (GOOGLE TRANSLATE)

    It is the 46xx year of our era, possibly the last, because due to the maximum war that has taken place in the universe, all races and civilizations have come together to face a common enemy, forgetting their physical, political differences and economic, all for the common good ...

    All to survive.

    It is not known who, nor when, only where it happened.

    A race arrived at the center of the universe and found what would be the beginning of the Big Bang, an explosion so large that it gave rise to this universe and in its center an artifact, a box of no more than 10 cm x 10 cm. They picked her up and took her planet. What they did not know was that this box was alive and barely touched or "felt" the atmosphere and gravity, was active. History tells us that the planet that day only existed for 3 hours. The mysterious box absorbed it.

    .

    .

    .

    Debugging the story and I will add more parts ...

    PixHELL is a Bullet-Hell project with multiple mechanics and game forms (cracking them)

    The initial idea is to drive a drone and improve it with drops of enemy parts .... the story takes a turn when you know why ... taratannnnn.

    DEMO:

    V1: - SPACESHIP MOVEMENT - 2 BEHAVIORS -DRONE AND SPACESHIP

    - PARTS OF SPACESHIP, MOVEMENT, SKINS PIN UP

    V2: - SHOOTS SPACESHIP - DRONE LARGE - TYPES OF SHOOTS

    05/11/2020 11:35

    V3: - ADD FIRST ENEMY AND MOVEMENT (NO I.A., ONLY RANDOM FOR NOW)

    - ADD MISSILES AND BEHAVIOR (ADD 1 OF 3 TYPE OF MISSILE, 1.- FOLLOW DISTANCE TARGET 2.- TARGET

    CURSOR 3.- CURSOR DESIGNED TARGET)

    - ADD EXPLOTIONS IN BULLETS AND MISSILES.

    WASD - move

    Left button - shoot

    Botton - Right activates shield (for now) and launches missiles. (for testing purposes)

    DEMO

  • Somethink like this : DEMO?

  • SORRY

    OK

    Voy a traducir que hace cada variable o para que esta hecha.

    Lo siento por el inconveniente.

    Igualmente deberias aprender español ya que hay mucha comunidad en ese idioma y mi idea es hacer algo para lenguaje español tambien.

    okay

    I will translate what each variable does or what it is made for.

    Sorry for the inconvenience.

    You should also learn Spanish since there is a lot of community in that language and my idea is to do something for Spanish language too.

  • LOOK MY TUTORIALS:

    RPG SYSTEM: EXPERIENCE - LEVEL

    ENGLISH

    VE MI TUTORIAL

    SISTEMA RPG: EXPERIENCIA - NIVEL

    ESPAÑOL

    SI TIENEN ALGUNA DUDA POR ACA O EN EL TUTORIAL.

    IF YOU HAVE ANY DOUBTS DUE TO HERE OR IN THE TUTORIAL.

    DEMO:

    LOOK HERE

    VER AQUI

  • Very Easy: use Behavior "PERSIST".

  • EXAMPLE GAME:https://i.imgur.com/bkR86iB.gif

  • > How can I transfer the values of a variable between one instance and another instance of the same object?

    >

    > example:

    >

    > Ant (1) finds food in position var foodx and foody that are instance variables.

    > Ant (1) collides with Ant (5) and passes the location of the food.

    > the ant (5) stops doing what it is doing and goes to the food: foodx and foody

    well if you want to use the same sprite, you have to have a family, so you can differentiate between instances and a few variables.

    however if u plan on having ants animating and stuff i suggest keep each ant "class" different.

    for a scout have a scout sprite for a gatherer have a gatherer sprite and so on, it will make ur life easier.

    that being said... using the family approach and keeping the 1 sprite for all ants...

    here is a example ants-example.c3p

    Thanks but i found an better solution:

    I use a local variable to save the id of the instance that has "FOOD" and then look inside the collision for the one that does not have it, after verifying that the variable is not -1 or that there is one with "FOOD" and another one "NO FOOD" since under that rule the info will be passed, it does not work for 2 with "FOOD" or 2 "NO FOOD", and then it is only to pass the variable of the instance with "FOOD" according to its IDVAR to which " WITHOUT FOOD ".

    SIMPLE.

    I WAIT FOR YOU, I WAS CRANEING THE SOLUTION. FOR THE USE OF FAMILIES IS THE SAME.

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  • How can I transfer the values of a variable between one instance and another instance of the same object?

    example:

    Ant (1) finds food in position var foodx and foody that are instance variables.

    Ant (1) collides with Ant (5) and passes the location of the food.

    the ant (5) stops doing what it is doing and goes to the food: foodx and foody