bartalluyn's Recent Forum Activity

  • Maybe i'm overlooking it, but I don't see the problem. Just tweak the image point position on every frame of every animation to get it 100% right.

    Please note that, this probably won't work when you have multiple characters and multiple hairstyles. You'll probably wonna make a container and include the hairstyle in the body's container. Just a pointer...

  • sure there is. First thing that pops to mind is to have a variable called "timer_pause_time" or something. When you load the first layout, you check if it is 0. If it is, it's the first time you load it, and you're not returning from the "sub"layout I shall call it. If it's not, that means that you've returned from the sublayout and you start the timer from that time instead of the initially intended time. When you go to the sublayout, just set the timer_pause_time variable.

    sounds good? Hope it helps

    cheers

  • the first thing that pops to mind is to give every tile an instance variable called "level" or something. bottom would be zero, higher blocks would get 1, 2, 3, etc depending on their height.

    Als your player collides with a tile, keep track of the current level as an instance variable of the player, and whenever you collide with a tile with a different level as the player has at that time, and the tile is lower, then subtract them to know how many levels he dropped

    just a suggestion, maybe there are faster ways

    greets

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • just an addendum... some of the construct demo's are also explained in video's, and more of them are coming every week. Check out my youtube channel for more examples of how to implement clones of existing games

    good luck

    youtube.com/channel/UCZ6QjvqEs9dR2miRnfFqIpQ

  • I think a good way to do this is using an 1 dimensional array.

    initialise the array to 0, 1, 1 = zero items in the x axis and 1 in the Y and Z axis.

    Every time you make a string use Array -> Push front. It will push the strings that are already in the array back.

    then clear the field,

    and loop through the array in order and add each item to the field. The ones added first will appear at the bottom

    It's the principal of a stack.

  • In order for that to work you will need to save with local storage

  • Add an array to your project

    On start of layout add all the names of the object types (your sprites)

    Start your layout with with the first object type name in your array and delete it from the array immediately. Use "create object by name" and use the name you popped from the array.

    do it until the array is empty

    Hope that helps

    cheers!

  • do you have path finding behavior?

    Players getting stuck can be due to issues with pathfinding grid as well...

  • You can use it like a set of dip switches. instead of keeping 32 bit variables separately you can use 1 number variable and set and get the bits individually.

    In programming languages like C or something you can use boolean operators to compare numbers bitwise such as

    0101

    AND 1110

    = 0100

    but I don't think you can do that in C3. Others may correct me if I'm wrong please

  • I think you shouldn't use images for every combination.

    Just use images for your balloon and attach a text or a sprite font to it. You can use a container, or the pin behavior with the auto destroy activated.

    Make an instance variable on the balloon to store the correct answer to check it when the user clicks, and whenever the balloon is generated also update the text or sprite font attached to it. Almost no memory will be used.

  • Hi, maybe you can benefit from this one?

    Creating a realistic rope effect

    youtu.be/S8OJBf4B5_E

  • Hi,

    in relative terms, creating a memory game is not too hard. You just need to learn a bit more about the general concepts of randomisation, switching layouts, etc.

    If you're completely new, maybe you can watch some of my tutorial video's on my youtube channel where you can see how some clones of existing games could be made. That will give you a general idea of the workings.

    youtube.com/channel/UCZ6QjvqEs9dR2miRnfFqIpQ

    The question you ask is pretty general, so more specific questions will benefit specific answers

    Hope this helps

    Cheers

bartalluyn's avatar

bartalluyn

Member since 22 Apr, 2018

Twitter
bartalluyn has 33 followers

Trophy Case

  • 6-Year Club
  • Entrepreneur Sold something in the asset store
  • Forum Contributor Made 100 posts in the forums
  • x62
    Coach One of your tutorials has over 1,000 readers
  • RTFM Read the fabulous manual
  • Email Verified

Progress

11/44
How to earn trophies