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KAZESUI'S PROFILE

Doing Super Programming
on Super Computers
for Super Performance
The Curse of Cpt. Lovele...
Nautical-themed cephalopod-pirate-based action-shmup.

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Recursively make map events

There is only one way to do it. Decide on a maximum amount of units for the player (and any enemy as well), and create an event ahead of time which shows the graphics of the different kind of units that event can represent (as well as some event pages to represent functions to be executed by the specific event).

You leave all events "inactive" initially and then summon them with "change event location", switches/variables and what not when needed.

Of course, choosing another program to create the game, like game maker or scirra construct would also make a lot of sense when making games like that.

Show me your Hands!



My style, which I've apparently been unable to grow out of. From what I remember this is far from ideal

Silly Question

Probably browser related or something, but you can try to hold down ctrl while using the scrolling wheel on the mouse to zoom in and out

Rm2k3 David Patch

RM2K3 Using pictures [Help]

Have a parallel event use a "move picture" with 0.0 wait with "wait until done" unchecked set to the screen relative coordinates of the hero, possibly with an offset (i.e. after getting the screen relative coordinates add or subtract some value the variables before using move picture)

and have a separate event which handles input toggle between the pictures in your animation with "show picture" at the same coordinates as those given in the parallel event.

The Screenshot Topic Returns

author=Cray
Can you really dodge and kill all of that, I think I wouldn't last a second in there without dying.
It looks good otherwise, are those graphics original?


Probably not. Ideally you'll destroy the enemy ships before they accumulate this much. And yes the graphics are original.

The Screenshot Topic Returns



Having some fun with Construct 2

Key Input Processes Help

Ever wondered what the purpose behind the variable you need to assign the key input process was for?
Yep, it returns the value of whatever key you pressed, which would be 20 for +.
use a branch to check if the variable has the value of the correct key right after the key input process.

Hefty coding question: guards detecting thief

It's well worth getting good at trigonometry though, since there's tons of stuff you can use it for. Math is a good tool to get games do what you want. And you're going to have to look into the terrains idea either way, since the example uses it as well.

The tutorial should help you figure out how it works, but if anything is still unclear, feel free to ask. That way I might be able to improve the tutorial to be even more understandable

Hefty coding question: guards detecting thief

You could take a look at this:
tutorial including how to make guards not be able to look through walls

The tutorial is still pending, but I think you should still be able to access it.
It includes a tiny rm2k3 project which provides some examples for doing different stuff, with a guard of limited sight which can't look through walls being one of them