TELLES0808's Recent Forum Activity

  • You can setup different. Unlike to "Set Y", use the system to scroll down like you did before or use the behavior of 8 ways and check sprite position, when near, decelerate, then stop.

    I know, it's a bit hard to start, but you'll learn fast, because everything you need is there waiting to be used, unlike coding, where you need to know exactly what you're doing, C2 show you all the variables and possibilities, you just need to use them ^^

  • Mina, I was looking for it these days and saw a very improved solution.

    The game designer did 4 semi transparent images, placed them covering all the screen, like slicing the screen in 4 parts. This images are all On Top, so, when you touch your screen, you're touching the buttons.

    Figuring out how to use the buttons:

    When Touch Screen for Right, simulate control for Right.

    The sitting animation need a complex mechanic behind it, so, I'll try to teach you the basic behind this logic. (My sandBOX is a good start to learn complex movements)

    Always you create something different from the "Standing" animation, where you player is not pressing any key, you'll need to setup variables to detect these different poses.

    Always you have two different poses for the same function, like stand sitting and stand up, you need to setup a variable (like >pose) to make the code know when your gadget is sitting or standing up.

    When sitting down, change >pose = "sitting", and make the standing up check if >pose = "standing", so, when different from standing, the code will meet the requisites and will not freeze your animation for sitting down.

    The same work when you release (or "not keyDown") the "down" key, setting >pose = "standing", and doing a conditional check for sitting, like the last one.

    So, you need a start, middle (in action) and finish for every pose you make. I concern you to use variables with "text" and show them on the screen, to see what is happening "in code".

    Good luck ^^

  • Do you have any .capx?

  • I'll try to teach you the easiest way.

    Make an invisible sprite, bigger than your object, call it as "detector". Use platform, bullet or 8 ways behaviors here. Setup the gravity for 0 if using platform, so, it will hover and not fall.

    Pin your object to your detector.

    When the detector is overlapping the Ground Families (I strong recommend you use Families with all your ground and wall objects inside), maintain his direction in line, like you want (8ways behavior is the best for it, but bullet can work like a charm too).

    The bigger your detector, high and far from walls your object will be.

  • it's very common in other game makers, they call it as tileset, where you'll have the corners, middle, bottom and top with different contents, when you paint the scenario with the selected tile, it'll detect the corners, the sides, the middle and will fill them with the right image.

    I think C2 is good with his simple system, because doing the tiled system of RPG Maker don't give you the freedom to create the scenario in Coreldraw and import it, for example.

    I prefer to manipulate mosaics outside the Game Maker software because revisions show be ease than edit them inside. But it's a personal preference.

    But, C2 really need improvements around the layers and Z ordering, or Our job will become hard to maintain, for example is when you edit a middle ground on a finished scenario, you can't select it if you place grass over it, so, in complex scenarios, select a smaller thing between 3 or 4 objects can hurt your mind.

  • If you want a integer number, variableA = int(random(first number,last number));

    Do the animation for each number, make them animate when his number is selected for that slot and you will achieve what you need.

    When variableA = 3 on slot 3, play animation of diamond.

  • Here we know Rad Racer as "top gear" ^^

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  • any link with a sample? ^^ My next sandBOX will be about that top view race from Atari =P

  • Kyatric always with the best words on the most suitable situation =]

  • I was talking about Contra have 30 minutes ago ^^

    Awesome to see this old school game style again xD

  • What about micro missiles with AI? A big boss shooting 100x of them with 10 variations, You can waste 2 lines of code to implement what happen with every missile when they launch (a smoke can popup on his cannon) and 2 lines to setup what happen when they hit the player, instead of codding 20 lines of the same code.

    Another sample, when you do moving platforms like in Mario, instead of doing 10 lines of code for each type of platform (sprite and size), put them on a Families and setup this families to be a platform.

    And the last sample. Making a "Cobra" game, you'll need to setup his ammo types, draw them, put them inside a Families, write a code for that Families and only setup what is different between each other, like the amount of life that specific ammo hurt the enemy.

    ^^

    You can setup everything one by one, but you'll agree with Ashley and the Community when you start to do many enemies and your code start to make you lost inside each repetitive codes.

    To make sure the greatest of Families, you can figure out a planetary game. You setup each planet, setup his families, and them, put all the cities and spaceships, asteroids, everything you need inside families for that planet. When you kill that planet, you can setup to clear all his objects instead of clear one by one, free of risk to bug your game.

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TELLES0808

Member since 27 Oct, 2011

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