lionz's Forum Posts

  • The usual way is 'Bomb' on collision with object 'Block > Destroy 'Block'

  • The simplest way to do this is on any touch create a different invisible object for detection at touch.x, touch.y and destroy sprite2 when overlapping the created object.

  • Again this would just be set functions responsible for creating a number of certain types of platforms. It gets complicated when you are wanting to create different types on the same horizontal line but this can be done by passing parameters through the function for platform type. The platforms are unlikely to ever overlap because you are choosing your own X,Y co-ords so you would always set them up a good distance apart on the X or Y.

  • There are loads of ways to do this. For the basics :

    groupnum=0

    placeY=0

    function CreateCoin

    while groupnum<8

    Create coin at x=0,y=placeY, add 1 to groupnum, add 25 to placeY, run Function CreateCoin

    That will create 8 coins that are in a straight line upwards, 25 pixels apart.

    You could also create and add to or subtract from placeX rather than X=0 to move them across the screen slowly.

    Based on the values you are adding to or subtracting from X you could expand this into more functions called 'CreateLine(the example), CreateLeftToRight, CreateRighttoLeft' to call different patterns. Each function could run based on a random number you 'choose' and therefore each shape of coins would be chosen at random.

  • I still need to figure out how to avoid collisions with another object. Such as a falling rock and I go to hit jump up, the rock needs to then be able to pass under the player while the player jumps.

    You could do an event if player is in jumping state, disable collision on all jump-able obstacles.

  • If it's a character constantly climbing or crawling up a wall then it does make sense to use 8-direction. Either the character will push up the vertical screen, or the character will seem to move up the screen but in fact it is just the background scrolling and you are moving only left to right. I don't understand how the character would jump though. Are you trying to jump on the same spot over an object that scrolls below the player?

  • Is there a reason you're setting up a platformer character using 8-direction? The platform behaviour covers most of this.

  • After some thought.. I've done it in one event here : https://dl.dropboxusercontent.com/u/495 ... awner.capx

    It's very basic and won't work if two different spawn points are spawning the same character. Maybe someone who has more time can expand it though.

  • Pin behaviour

  • Set Global End to 0 initially.

    On end of layout, remove the set end and change it to an event : if End=2, go to layout 2.

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  • Do you mean the NPC tank that's moving about the screen? Based on the method I provided, bound to layout behaviour isn't required. You set the co-ordinate limits yourself and make sure it doesn't move outside of the layout.

  • Arrays just store data in a list or table and you can access the data at any point whenever you want, sort the data or add/delete data. They are stored as co-ordinates, so you could have 0,0 is Ac 1,0 is 2c 2,0 is 3c and so on for 52 cards in ascending order. You can then shuffle them with some logic. You can search the array for a specific card and delete it from the list if for example it has been dealt. If you were to deal the first 3 cards you would 'pop' the first 3 entries from the array as dealt, leaving the other 49 cards. This is fully visible in debug mode as well so you can see what's going on with the array.

    This tutorial is good to just read to get familiar with arrays: https://www.scirra.com/tutorials/307/ar ... -beginners

  • I would get started with the manual... https://www.scirra.com/manual/1/construct-2

  • I'm not sure exactly on the layout of that game and the 3 random cards but in its most basic functionality you could do On click, set a global variable to choose between a number of cards so choose(0,1,2,3,4,5,6...50,51), which can also be displayed as floor(random(52)), if each number relates to a card in the deck. Then you run through it again for as many times as you need to pick a new card. This works well for randomly picking a card, if you want to get into shuffling cards in a deck and drawing them then I would look at arrays.