justifun's Forum Posts

  • a massively multiplayer online zelda-esque 2D top down Action RPG with all of the modern RPG elements like crafting, detailed skill tree's, auction houses etc.

    There would be towns that would get invaded by monsters and you'd have to drive them off and hold them as a community or they would get over run (even permanently)

    Some quests would be created any time by fellow players and can be picked up by any other player like a bounty board.

    Dynamic world events that everyone can take part in.

    Vehicles!

    and amazing sprite graphics like any of the old classics

  • Sound FX and music starting from $1

    gameaudiohub.com

    if you happen to make music as well, they offer up to 70% rev share per piece.

    License info:

    gameaudiohub.com/pages/license

  • Then rotate the object as well to face the direction you want.

  • This probably isn't exactly what you want, but check out this tutorial

    scirra.com/tutorials/421/how-to-talk-to-the-page-your-game-sits-in

  • Are player 1 and player 2, different actual players? or are they the being controlled by the same player?

  • I'm not sure I follow you 100%, but you could simply make player 1 change animations to one that looks like player 2 is now in control and have them continue on playing. or even switch controls to a different set of keyboard buttons when they transform into player 2, is that what you want?

  • Ah ok, its the search feature messing me up, i guess i should get used to using that instead. thx

    {closed}

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  • The online browser MMO Glitch that folded a while ago has decided to give all of there artwork away for free under the Creative Commons License (that basically means only personal projects)

    More info here:

    glitch.com/blog/2013/01/23/a-post-game-update-from-tiny-speck

    Creative Commons License Info:

    creativecommons.org/licenses/by-nc-sa/3.0

    All Assets Here:

    glitch.com/encyclopedia

    There are TONS of items, sprite sheets and other goodies

    Check it out!

  • 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.