GamerDude96's Recent Forum Activity

  • Project Update-2.6

    Previous Update

    Hello everyone, I'm back again with an update! In the last update, I mainly talked about debugging my code for the checker piece to make multiple jumps. From that point on, there has been a lot I have accomplished from the last update, so let talk about.

    Current Update

    For this update, I will name a list because a lot has gotten done from since I've been away. So to start...

    1. Debugged Jumping Code - As mention above from the previous update, I had to do some debugging to get my jumping code to work. I posted a video in the last update, to show what the issue was. My piece no longer does the "staggering effect" when jumping another piece. Take a look a the new video below.

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    2. Piece Selection - I was stuck on this for a bit, but I had difficulty trying to figure out how to get only one checker piece to be selected. This caused multiple piece to be selected and make them all move or jump at once. I had to prevent the mouse from making other pieces "selected" and make only one "truly' selected.

    3. Corner Detection - Pieces on the corners are unable to be marked as targets to jump. since they are in the corner. In the video, you can even see that whether it is a white or red piece, the square is automatically marked red and cannot be targeted or jumped if another piece in the "corner".

    4. Organized Coding - It was starting to get a bit unorganized in my eventsheet. I took the time to clean up the events and organize everything so the codes and whatever specific mechanic they do, they are all in one group of the area. A few coding was also reformed and made the performance better.

    5. Symbols - On the board, you will see the letters "K" in red ,"K" in white, and blue "C" (Look at pic below). They stand for King (Red), King (White) and "C" for Corner. They won't be visible during the actual gameplay, but they will be used in coding to make the pieces become kings when the piece reaches the other end of the board.

    6. Complete Turn System - Since everything is pretty much laid out, I added a complete turn variable for the pieces when they move, or unable to make additional jumps. This will follow up with "EndTurn" global variable allowing the CPU or SecondPlayer to take their turn.

    Next Update

    Last time I said I will finally be able to start a new chapter update and that will officially be Update 3 working on the A.i mechanics. There is still a final task before fully moving into the CPU coding, and that is to make a "PreSelectionMover". It will be a visual sprite object. This will allow the player to see insight of moves to make, highlighting squares that will turn green for valid moves, red for invalid moves and blue for jumps that you can make before permanently "Selecting" a piece. I was thinking about making a "warning" highlight. It would highlight as yellow to warn the player it may not be a safe move to make, but I think that's assisting the player to much, so im not going to add it in. This will be the end of this update. Everyone, have a Happy New Year and I can't wait to see the new upcoming games that will be made in Construct for 2025! Happy Holidays!

  • Very well explained. I have a clear understanding of the methods of how I might go about with them. Thank you for the clarity. The second method would be the best option to go for.

  • You could set IsSelected to false for the remaining pieces, for example with a ForEach loop

    Can you elaborate on this a bit more? Im not understanding how it will get the mouse to not select other pieces.

    A few screenshots of both method you mentioned.

  • I'm trying to get my mouse to distinguish between a selected checker piece, while preventing any other pieces to be clicked and marked as "selected". In my event, I have the piece Boolean variable named "IsSelected" to be marked as true when it's clicked on. So I know a piece is selected when it's highlighted (take a look at the pic below). How do I also prevent or disable other pieces from being marked or counted as "selected" from the mouse on click condition?

  • Project Update-2.5

    Previous Update

    Hey everyone, I'm back with another update! But before I get into it, I'll give a quick recap of the last one. So I last left off with getting my "spacemovers" and "spacejumper" objects to update their position when a piece jumps another piece. I mentioned that a lot of other additional steps needs to be added for the piece to make multiple jumps and that's where I am now.

    Current Update

    There has been some great progress for this project for getting the checker piece to jump and to be able to detect more additional jumps after jumping. Right now, I'm doing some debugging to get the piece to properly make multiple jumps. You can take a look at the video below to see what I mean.

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    Next Update

    But once I get the debugging resolved, I can finally complete the mechanic movements for the player and can work on setting up the Ai mechanics for the CPU! This will be a new area of the project, officially starting update 3! Stay tuned and see you all on the next update!

  • Project Update-2.4

    Checker Detectors Updated

    Hey everyone, just giving a quick update on the project. To start off, I was able to update my move and jump detectors (Look at gif below).

    When it comes to jumping another however, I will need to add more steps to it because if the piece is doing multiple jumps, it will need to be able to detect that instead of ending on turn. So that's what I'm currently working on at the moment.

    New Ideas

    Aside from that, I thought of some new ideas. This is mainly for Tournament Mode, but I might give the player(s) the option of selecting a color theme for their pieces and the game board. These options will be giving to the player(s) by achieving a certain score in Tournament Mode and rewarding the player by unlocking the color theme once score is achieved. Here are a few color themes I made. This is just an idea, but I may make it into the game along with more variants of other colors.

    War

    Mellow

    Classic

    Circus

  • Thanks, I think I got an idea now.

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  • I actually did this for two of my future upcoming projects that I will work on. In one of the stages I have a raining stage and used the particles to make the effect. While this isn't bad, I will be modifying it in the future to go for the heavy rain effect like in older games like KOF96 or Samurai Shodown. But for now it will work.

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    You can copy exactly what I did from the particle settings and copy how many you need for your game. Here are the pics from my project of how I set up the 'rain" effect. I set my particles high outside the layout in my project, I have nine copies of the rain particles in my project to try to give it the "heavy rain" effect. I have them extremely large but made the particle size 3 in the particle settings. Copy and adjust what you need for your project.

  • I have these sprites called "SpaceMove" and "SpaceJump". They're the inner and outer mini squares surrounding the selected checker piece (see in pic below). They guide the pieces to move, jump and detect valid or invalid spaces. My goal is to update their position when a checker piece has jumped another and they will collectively update where the piece has landed (see in second pic below where the piece is in new position). And to clarify on that, I mean they will update around the piece as they are in the pic, not exactly the xy postion of the checker piece.

    Tagged:

  • Jumping animation for my checker game. I now need to work on making the shadow come up when piece is landing. I used the tween behavior for this.

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  • A minor update of the progress for the jumping animation. I used the tween behavior to make my piece jump over the opponent.

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  • Project Update-2.3

    Previous Update

    Hi everyone! I'm back with an update of how my checker game is turning out. In the previous update, I talked about getting the red piece to detect the forward squares above. 1)To detect if there's currently another red piece in forward square to make it invalid to move in it. 2)To move to valid square if free.

    Current Update

    In this update, I made the red piece detect if there's a white piece, highlighting it blue, and able to jump it if the space behind it is available.

    Jumping white piece

    As you can see in the pics, the red piece is highlighted and is able to jump over the white piece to its targeted square.

    I added additional sprites called "SpaceJump". those are the outer mini squares(circled in red) surrounding the inner mini squares named "SpaceMove". These will help me bring my project together to be able to jump multiple pieces and allow me to setup the "jump animation" for the pieces in the event sheet.

    Next Update

    My next update will make the red piece being able to detect invalid jumps, setup Jump Animation, Space Moves and Space Jump location update after selected piece has moved, and finally, allowing the player to end turn when player moves, and all possibilities of jumping is final. See you all in the next update.

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GamerDude96

Member since 15 Aug, 2018

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