TELLES0808's Recent Forum Activity

  • Holy Cow!! I was saved by the Backup!

    Today, after many hours of job, I tried to preview and it glitched, destroying the main file. But! But the backup system saved seconds before and saved a day of work ^^

    Did it happened to you too?

  • Ashley

    Hmmm, I'm not sure I agree with this. Width should by definition always be a positive value. Mirroring an image on a 2d plane should have no effect on the actual value. I understand that internally, mirroring may invert the width, but as a property value, width should return the measurement of an object from side to side. It's especially confusing considering that sprite rotation has no effect on the width value.

    Since I can't rely on width to return a positive value for any given sprite anymore, and most of the sprite's in my game's visual state is indeterminant, it just means I have to wrap all my Width and Height calls in Math.abs statements.

    I can't imagine a situation in a game where you would want to get a negative value for the width of a sprite. I guess you could argue that it lets you tell if a sprite has been flipped/mirrored, but there is already explicit conditional logic in place to check for that.

    I spent almost 30 minutes trying to debug a subtle issue that when I finally managed to track it down, it was because width was negative.

    You can use the mod of the width.

  • I would be very honestly. It's difficult to make 2D games, because the number of variables involved is huge, but thinking in 3D, where it have 1 new axis, is terrible. Making 3D RPGs are the easiest way to use PlayMaker, because RPGs usually don't jump (if so, you're in trouble, because detection in 3D is a headache pain...).

  • This is a work on progress. It's part of my game, and I'm testing my skills on it before transfer to the main project ^^

    Feel free to play the alpha test.

    I'll publish the complete version of this game on December, after finishing at least 3 complete stages.

    It work with touch and mouse. Avoid the black blocks and if you die, simple reset your character xD

    PC / Mac version:

    http://goo.gl/xWx9v

    Mobile Version:

    http://goo.gl/wkH6Q

    The main objective is make a mini game very similar of Das Uberleben. I'm fan of this game dude, it's awesome!

    [tube]http://www.youtube.com/watch?v=9yzxkGfYe28[/tube]

    Please, give your feedback about the idea. It'll be a exclusive stage of Equilibrium, the main game, where the character will jump off the earth continent diving to the earth core, getting a gigantic firefly on the path (Avatar inspiration? lol)

    That's it.

  • using "Tiled" you can design the level and export in PNG each layers.

  • Name your animations "Animation1", "Animation2", "Animation3", etc.

    Then use :

    set animation to : "Animation" & str(playerNumber)

    Ahh don't know why I didn't think of that. Thanks Albatr.

    set animation to: "Animation" & randomNumber;

    You don't need the str() there. So, you can make math to achieve what you need, like:

    set animation to: "Animation" & randomNumber*randomNumber/randomNumber+randomNumber;

    I tested this way and is working fine.

  • Also, if it's a really simple game, you can use the rope style of pin.

  • >

    > => if I use a family Instance Variable, the value for each enemy can't be different as it could be with private instance variables.

    >

    It can be. You can do

    > +Bullet: On collision with Enemies
       -> Enemies: Subtract 1 from Health
    
    +Enemies: Health = 0
       -> Enemies: Destroy
    

    where 'Enemies' is a family.

    Also, when you use an instance variable for the family, it only have the purpose to make easy your job by sharing the same instance name with all the objects inside, but each individual instance of the family will manage their instance variables individually (or not, if you set to all of them change the variable)

  • Did you guys recognized the google drive service launched recently?

    drive.google.com

    It's like dropbox, so, it may help some folks here ^^

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  • Maybe your problem is about this issue: scirra.com/forum/r102-checking-the-instance-variable-is-passing_topic56623.html

    When possible, it'll be repaired.

  • Doing it with events maybe a Real Challenge, so, be prepared, or you'll need to use plugins, which are not accepted on the Arcade (I think, last time didn't uploaded the game).

    A way of doing it is avoiding to hit with the wall by doing collision masks detectors around the monster, do 4 of them, one for each cardinal.

    If the monster collide with the wall and his top mask is overlapping the wall, he need to walk left or right, if he is on a corner, his left or right masks and his top or down masks are overlapping the wall, so, you can set him to walk to the opposite side, for example.

    The main issue is about detecting the player and the pathway. For example, if the player is behind a wall, but the only entrance for his room is on the middle while your player is in line with the monster, and your monster detected the wall and avoided it, he will never find the entrance.

    Then, now you know you'll need to make a matrix of tiles over each level, checking each slot of the matrix and making a reliable path by knowing what slot is over what type of sprite.

    To make easy the detection, simple put the sprite objects of the canvas on families, like wall sprites on the the wall family.

    For example, if you have a canvas with 320x240 pixel and want make a matrix over it to check the paths, make it with slots of 20x20 pixels, by simple using an invisible object. The array here will have the width of 16 tiles and height of 12 tiles.

    After it, you need to make the math (magic) to check the best path (if existent) to reach the player, and when the way is blocked, the treatment this this exception.

    I think the first thing becoming to my brain now is solve the matrix.

    Well, it's a really long way to solve the matrix and I don't want explain all the trick of this way here.

    You can learn more reading this very very beginner guide: policyalmanac.org/games/aStarTutorial.htm

    Or wait til December, where I'll make a very complete pathfinder using events and share here on Scirra ^^ (First I need to learn about it like you'll need, I feel we are all beginners here).

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TELLES0808

Member since 27 Oct, 2011

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