justifun's Forum Posts

  • Here's an example project for you.

    http://imgur.com/0FjIfaT

    Example File

    dl.dropbox.com/u/403350/functionExample.capx

    Just like your pseudo code

    You store the UID of the clicked object, and pass that as a parameter to your function. Then you "Pick" all instances that match the same UID as the parameter you passed (originally clicked on) and only apply the actions to that specific matching instance

  • Player On Collision with Coin

    ->Destroy Coin

    ->Add 1 to "Player_Coins" (that's a variable)

  • 2 Quick questions about Families.

    Is it possible to give a unique "health" amount to each seperate object within a family instead of just a Family variable?

    Also, if you put a family within a family, how do you references the second level down objects

    eg:

    Family: Badguys

    sub family: weak guys

    Thanks!

  • I took a look at your capx and you've made some unique choices for the way you have setup your game and there might be some ways to simplify what's going on.

    For the sword swinging i'd recommend simply creating an animation of a sword swinging over a few frames in photoshop or whatever, then shape its collision box in the shape of a pie slice.

    Have the pie piece always aim towards which way the mouse is pointing, and then use "on mouse clicked" play animation "swing" then

    have a second event that looks to see if it hit a bad guy.

    you can make it visible/invisible as needed.

  • If you put all of your baddies into a family called "baddies_family" let say.

    Then select the family in the project list on the right hand side.

    then add a family instance variable eg: health on its properties on the left hand side of the screen.

    then you use

    bullet on collision with "baddies_family"

    ->subtract 5 from "baddies_family" health

    it will only subtract the health from the specific baddie in the family it hit.

  • I think it would be awesome if it were possible to color code specific lines of events or actions to further separate out complex code visually. Perhaps in the right click menu where copy/paste is.

    I could see if useful for situations where perhaps you might use red if you want to visually highlight sections that cause damage, and green where code related to healing might be.

    Just an idea.

  • Yeah you are just putting an object in the foreground with transparent areas that allow you to see through to the background. lots of games do that. but its usually just some foreground trees or something.

  • Ah ok in that case....

    system compare 2 values

    player.x <=200

    --->every tick->set opacity = 100 - (Player.x/2)

    Or to make it a bit more flexible

    set Opacity to (1 - (player.x / xmax)) * 100

    xmax will be a variable set to whatever the maximum distance from the left side of the screen you want the opacity to start going up (eg: 200 in your example) if you need to change it easily elsewhere in your game instead of hard coding that number

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  • Every Tick

    Set HudDeath Opacity to ((Player.X/LayoutWidth*100)-100*-1)

    So if the screen is 1200 units wide and the player is at X=720 then it should be 40% opacity

    or 0% opacity when the player is all the way over on the right side of the layout and 100% opacity on the left side of the screen

  • I find myself always wanting to use my mouse wheel to scroll the event/action picking window when it pops up, but for some reason mouse scrolling doesn't work in those windows.

    repro: open the event or action window and try to mouse wheel scroll

  • Awesome!. I look forward to future videos!

  • Here's part 1 of 4 for a tower defense tutorial

    youtube.com/watch

    its basically what you are asking, but then all you would need to do is add control to the player and the ability to shoot back i guess.

  • Not sure if these numbers correlated directly with C2's velocity numbers etc, but i thought it was neat so i'm posting it here.

    piratehearts.com/jumptuner

    Its a HTML5 based interactive jump calculator, which allows you to tweak the height/speed/distance of a character's jumping ability.

    It lets you know the various speeds etc down below

    eg:

    // Values are in pixels per second (velocity)

    // and pixels per second squared (acceleration).

    const MOVEMENT_SPEED = 586.00;

    const INITIAL_VELOCITY = 2201.61;

    const GRAVITY_RISING = -12057.40;

    const GRAVITY_FALLING = -5070.53;

    Are the numbers for the platform behavior based in pixels per second in C2?

    Haven't tested it myself yet....

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  • Its probably better to make it dynamically generated if you are going for a "endless" mode. But you can do it as on long layout as well if you want specific placement.

    If you are going dynamic....

    Create a set of obstacles (or one sprite with different frames of animation (each frame is a different obstacle))

    then generate them off screen and various different intervals and heights. Then match their translation speed the same as your background so that they appear planted.