oosyrag's Recent Forum Activity

  • In a traditional snake game, the segments of the snake actually don't move at all. The "head" piece leaves "body" segments behind as it moves, and the duration the "body" segment exists for determines the length of the snake.

    Otherwise, you'll want to look into using waypoints system with an array.

  • plinkie means post a .capx file - your project save file, so that we can look at it and see what is wrong. Basically, there is no reason it shouldn't work, like in an example I made previously here. https://www.dropbox.com/s/dkqrwnwdz75qh ... .capx?dl=0

    The guess is that your player is stuck on a solid sprite, which could interfere with the 8direction movement. It may be invisible, but still solid.

  • Is this what you're looking for? https://www.dropbox.com/s/s7i5gp9zc9fzt ... .capx?dl=0

    And this one I made based on R0J0's first post before I read more carefully and realized it wasn't what you're looking for, but I'll leave it here anyway - https://www.dropbox.com/s/u7ktol9qyy166 ... .capx?dl=0

  • I'm not sure without looking at it, but you might have gotten your numbers reversed. Remember a scale factor less than 1 would be zooming "out" and a number greater than 1 would be zooming "in".

  • Actually clamp() would be more suitable, to set a min and a max.

    In the previously mentioned example capx, the zoom amount is set with the action

    Set Layout Scale to InitialScale * (TouchCurrentDistance / TouchStartDistance)

    You would instead set it to clamp(InitialScale * (TouchCurrentDistance / TouchStartDistance),minscalefactor,maxscalefactor)

    Where min and max scalefactor would be the limits of how much you want to zoom.

  • Thanks for the help and ideas R0J0! I can start to see how I might go about it using right triangles now. Although it seems your Paster plugin would be the smartest way to go.

    Might be fun to try and see if I can put together the generic algorithm to fit any shape triangle with sprites anyway It would solve another problem I recall someone had with skewing/isometric arrow pointers too.

  • Assuming your card object has instance variables defining its properties... When you click it, you'll want to look up its position in your PlayerHand array with the indexof() expression. With its position, you can get the values of that position to push to your new array, and then delete that index in the original array.

  • I'm admittedly a bit of a purist in that I try to work with the base functionality of C2 as much as possible, but I think I've run into a wall.

    For the purpose of line of sight/visibility effects, I need triangles, which don't transform well as normal sprites (ref:http://www.redblobgames.com/articles/visibility/).

    Are there any ways to go about this without plugins? I'm familiar with ShadowLight/Casters, but those have certain limitations (as far as effects/blending) and I worry about the performance.

    I'm assuming I need to use canvas or paster. What are the purposes/advantages of each? Which would be more suitable?

  • You can have a variable and object named the same. If you reference the object, it will ask for a "." and parameters in the expression. If you reference the variable, it can stand as is. When typing in "lives", make sure you pick the one that is the variable.

    Edit: As a best practice - never name two things the same thing. So use LivesText, or LivesVariable instead if necessary for example.

  • Did you name your text object "lives"?

    I'm assuming "lives" should be a variable, or that you haven't set up the "lives" variable yet.

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  • What is the purpose of your new and old arrays and what/why are you comparing?

  • Have you tried the every x seconds condition?

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oosyrag

Member since 20 Feb, 2013

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