ArcadEd's Recent Forum Activity

  • Say I have 6 instances of an object on the screen. Right now using the For Each Event it destroys all the objects at the same time. That's ok, but is there a way to put a timed delay between each instance being destroyed?

    This capx doesn't show much, but when the button is clicked I would like to destroy each sprite with a 1 second delay between each one.

    http://www.edfarias.com/html5/timedelaydestroy.capx

    Thanks so much.

  • That's ok. It would also work if you could load in frames of animations like you currently can with sprites, then just call the different frames. I don't know if that is possible either :).

    Thanks.

  • Is there a way to load the image used for spritefont at runtime?

    I'm working on a game and I would love to switch the fonts from level to level (not really the font, but the color and style). Since there is no frames in Spritefont, is there a way to load in a new png in the event sheet?

    Thanks for this amazing plugin. Really great.

  • Hello Everyone.

    My name is Ed Farias. I'm a network admin by day, and father/husband by night :). I own a company called Arcade-in-a-Box, and it's been over many transformations over the years. From early on building retro arcade style control panels, then custom arcade sticks for ps3/360 for fighting games.

    I also opened up a game center/arcade where I restore classic arcade cabinets. I have a deep love for classic arcade titles from the 80s, so me an some friends created a web series on youtube called Retro Rumble. It's kind of a game show base on classic arcade games.

    I have always had a desire to build my own games, and I have been programming since very young in basic, and then onto Visual Basic and not VB 2010. However, it't not a great gaming platform so I started messing with Gamemaker and rpg maker several years ago, but I never finished anything.

    Something is different with Construct 2, and I love it.

    Thanks for the amazing program and affordable prices.

  • OK, I figured it out. Genius man, I didn't even think of using the instance variables :). Thanks again. I learn so many new things about construct every day.

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  • Thanks man, that is really awesome. I'm still trying to wrap my head around exactly what you did. If I have any questions I will post.

  • I'm thinking maybe there isn't an easy way to do this LOL.

  • Yeah sorry. Completely spaced it

    For my sake, I currently don't have any of the Check for 0 conditions, only because it's a ton of work and I wanted to know if there was another way first.

    www.edfarias.com/word.capx

  • My subject probably makes no sense, but I wasn't sure how to explain it.

    I'm making a word search game. The game works great right now, but there is a ton of code and I am wondering if there is a way to shrink it.

    I'm using an array to store a 1 or 0 value for each letter in the grid.

    I am using that to check if a word is formed. When a letter is clicked on, it turns the array index of that letter to a 1.

    Say the word is bat at position 1,2,3. I check if array.at(1) and array.at(2) and array.at(3) are = to 1. If so, that word is found. however, I also need a condition if all the other letters are set to 0. So for each word there is 26 lines of actions.

    Is there anyway to shrink this? Eventually I would like to just create strings of data to build new boards and have a Key variable has the key for each board.

    I hope that makes sense.

  • OK, I feel like an idiot. Thanks. :)

  • I'm not sure if this is by design or a bug. I remember I used to be able to add points, but now it's just greyed out.

    If I missed a report of this already I apologize.

  • Could this be done with a database, php and ajax?

    Something like (thinking out loud here).

    Database Table:

    Player 1

    Player 2

    PlayersTurn

    GameString

    In your game.

    Player 1 playing his game.

    Game checks database for PlayersTurn data. If 1, game continues.

    Player 1 plays.

    Turn over, send data to database setting PlayerTurn = 2 and GameString to whatever data you need to send for the other player.

    I'd be happy to do a tutorial on it if you think it would be useful.

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ArcadEd

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