dop2000's Recent Forum Activity

  • Since you are planning to have more types of slimes, there are two ways to do this:

    1. add them as different animations to the same "slime" sprite,

    2. or add new sprites (slime2, slime3 etc.) and combine them into "Slimes" family.

    One sprite with multiple animations may be easier, but if you want them to be different objects, go with the family.

    Use instance variables, I believe variables xMove, yMove, xDirection, yDirection, way should be instance variables, as they will be unique for each slime instance.

    If you decide to use the family, you should do these changes while the project is still small (this will save you a lot of time in the future):

    Move all instance variables and behaviors from the slime1 sprite to the family level.

    Change all your events to work with the Slimes family.

    So your function could look something like this:

    On Function "Compare"

    For each Slimes

    ...Set Slimes.xMove ...

    .....

  • Could you share your project or a screenshot of your events?

  • [quote:qrv9rltk]On start of layout -> check item "highscore" exist

    On item "highscore" exist -> get item "highscore"

    on item "highscore" get -> set "highscore" Localstorage.ItemValue

    Score > highscore -> set item "highscore" to score.

    The last two events are wrong.

    Should be something like this:

    Variable LevelScore=0

    Variable HighScore=0

    On start of layout -> check item "highscore" exist

    On item "highscore" exist -> set Global Variable HighScore to Localstorage.ItemValue

    When level ends

    If LevelScore>HightScore -> Set HighScore=LevelScore ; LocalStorage Set item "highscore" to HighScore

  • Is it possible to pass anything other than float in effect parameters? I need big integer numbers.

    I tried double and uint, but it didn't work..

  • For me touching the screen makes the lag much more noticeable.

    Try moving (re-positioning) the tiled backgrounds instead of resizing them.

    Add "Destroy outside of layout" behavior to all rocks/grass etc.

    This will probably not fix the problem completely, but it may help.

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  • Change the first action to this:

    Main_car move 5*60*dt pixels

    This should fix the car jerking, but the background is still lagging. I see it too in Chrome and NWJS.

    Strangely, it lags much more when I touch the screen, even after I removed Touch object completely from the project.

  • You can make a fine circle collision polygon for the planet. Although it's not recommended to use more than 9 or so points, in reality you can make a circle with 20-30 points and it will still work fine. (unless you have hundreds of planets)

    Or instead of the collision polygon you can use "System-> Pick Overlapping point" to detect when the ship touches the surface:

    set angle = angle(planet.x, planet.y, ship.x, ship.y)

    set pointX=planet.X+planetRadius*cos(angle)

    set pointY=planet.Y+planetRadius*sin(angle)

    System-> Pick Ship Overlapping point (pointX, pointY)

  • You are using a deprecated version of the tween plugin.

    Try replacing it with a new version:

  • Are you using "Dictionary For each Key" or "System For each"?

    Instead of using for each, you can set your text to Dictionary.Get("Name")

  • C2 is more suitable for arcade kind of games - where objects are moving, interacting with each other.

    Yours is more like a tabletop game. It doesn't really require any graphics or animation (unless you want to add it).

    But it does require a lot of data manipulation, maths etc.

    I don't know which development software might be better for this game - Unity maybe? Simply because in Unity you can actually type the code, while in Construct you build it in visual editor and it's not very convenient for a task like this.

    However, if you are new to programming, go with C2, it's much easier to grasp for the beginner.

    Yes, by "dice" I meant random number generator.

    Effectively organizing all game data might be the most important and challenging task in this project.

    CSV is a text file containing list of values.

    You can basically create them in Excel and import to C2.

    For example, your list of enemies may look like this:

    Name, ATC, HP, GP

    Skeleton, 1, 1, 50

    Goblin, 2, 1, 100

    Bandit, 3, 2, 250

  • You should remove this detailed description of the game from public access.. Someone might want to steal your idea.

    So this will be a text based game? Lots of text, number, buttons, lists, dice and some static images?

    Construct 2 may not be the best tool for this kind of game. But you can still make it in C2 if you want.

    I suggest you start with implementing one mechanics - for example trading or combat. And then add more.

    You need to think about how you are going to organize and store all the data. Read a few tutorials about arrays, dictionaries.

    Install CSV plugin - you'll definitely need it.

  • CurrentKey and CurrentValue only work inside the "For each key" event

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dop2000

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