vtrix's Forum Posts

  • about the colors, it can be usefull later on when you want to check this... take the solution you think is best..

    about the ifs, it should be subevents of the loop, system compare

  • split string by character " " and set lastdatastring

    i know it can be achieved by looping thru characters, but i like to request such a feature because it symplifies alot of overhead events in an way that is both usefull and understandeble for beginners and advanced users

    what do you think?

    example:

    data="level1||param|param|param|level2||param|param|param|"

    data split string by "||"

    set level1 to lastdatastring "param|param|param|"

    set level2 to lastdatastring "param|param|param|"

    level1 split string "|"

    lastdatastring "param"

    lastdatastring "param"

    lastdatastring "param"

  • not sure if this would be 100% correct for bordlayout and loopreset but maybe it can help you

    you will need 2 framed squaresprite, 0 white 1 black and set origin at topleft

    /////vars

    offset=150

    yloop=0

    xloop=0

    for "create" 0 to 64

    create square at x: offset + square.width*xloop

                     y: offset + yloop*loopindex

                        add 1 to xloop

    if loopindex+1%2 = 0 set frame to 1 (division remainder = 0 / if even set frame black)

    if loopindex+1%8 = 0 add square.height to yloop and set xloop to 0 (if first row created set y position 1 square down

  • what if you generated them from a middlepoint of the layout and then get a random angle + a distance and add that distance to a var and create the next one, so the distancevar is like a counter

  • in this cases i always wonder wich method is best, have the system checking constantly for distance or having an extra sprite for collisiondetect..

  • your the pro <img src="smileys/smiley17.gif" border="0" align="middle" />

    for each.., just to be sure :)

  • again, use the system: for each - opponents

    create gun and set var

    the set position will then put the gun on the right opponent

  • yes, just dont create the opponents, the rest is the same

    so ..

    for each opponent create gun/arm and set its nr(var) to opponent uid

  • have you tried just setting animation to attack when pressed space, if this works its something with your boolean /events

    do the animations play if you set them? if not there cant be an "attack finished"

  • well the important part is that you want to store the uid of the enemy in both the enemy var and into the weapon var, with this you can "connect them"

    what else can i explain?

  • here's an example

    move with keys and the weapons target the mouse, clicking on enemy destroys both

    its same principle

    example demo

    example capx <img src="smileys/smiley14.gif" border="0" align="middle">

  • maybe be changing the size and then layout scale to 0.7 or something

  • very nice, great concept and also like the graphic style already, went to level 4 but that corner killed me too much, smart idea with the closing door

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  • i think what there saying is, make a variable of the "tag" and create them in a loop and call for the data

    then you have all the tags and you know wich one is what:

    on "tag1" complete set data1 to lastdata

    on "tag2" complete set data2 to lastdata

    and maybe this plugin can help you...

    link

    yes this will work i think, you only need one 'oncomplete' for all the requests

  • very cool but im interested what you planning with mysql, what would it do?