AfterShock's Forum Posts

  • Try using families. Put the ball into a family then create the joint between the ball and the family.

    Unfortunately I have construct free, but I don't see why a family would work any better.

  • How would one create a revolute joint between two identicle objects if they collide. For example a physics object called "ball" collides with another "ball" object and I want them to stick together with a revolute joint but I'm coding is "When Ball collides with Ball: create revolute joint between Ball and Ball" construct is confused and doesnt make a joint at all.

  • mouse.x("layername") should work

    yes it worked! thanks

  • I am making a game where you can place tiles and the program takes mouse.x and mouse.y to know where to place them. But when the layer scale is lowered to zoom out the tiles are no longer placed where the mouse is clicked at. I've debugged and the coordinates for the mouse are correctly adjusted to the scale for that layer, but when the object is created it acts as if it were made at mouse.absolutex and y.

  • Hey! I finished it, it was pretty good! Parts felt a bit cheap though (I'm thinking of the fan specifically)

    Also there's a spelling mistake at the end, congradulations instead of congratulations, here's a picture to highlight it :)

    http://imgur.com/pp7ofYF

    Thanks for the feedback. I do want the game to be hard, but not cheap. What specifically was cheap about the fan and anything else and how do you think I should fix it?

    Wow, what a hard little son of a ... jaja

    Great game man, and a very good level design.

    I think the difficult may lower the target audience quite a bit, but if you aim to hard gamers then you not need to lower the difficult, on the other hand, if you want your game to be played by more people you maybe want to lower to difficult to avoid frustration.

    I will continue to playing this game to see if i can get to the end!

    See ya!

    Thanks. Yeah I'm debating whether to make the game easier for a larger audience or harder for gamers like myself. I think I'll make a set of "easy" levels and a set of hard ones that act like separate campaigns.

  • Update:

    • Added a GUI "scale" that shows the current gravity
    • Made Some levels easier

    crikey that is hard! got to the first checkpoint in level 3 :)

    Thats the farthest I've seen anyone go, I made that level easier in this update so maybe you can get it.

  • Updated:

    Made the tutorial level much easier.

    Added folder icons that appear instead of the "folders: 0" text.

    Added "wind" effects next to fans to indicate where they are blowing.

    Organized + simplified events.

  • I can't even pass the intro lol.

    Thanks for telling me, what specifically could you not get past? Also estimate what FPS you got, any fps under 30 makes the game nearly impossible.

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  • I really liked it but I usually play these games using the arrow keys, so I sucked. Maybe you could add custom key support?

    Also be careful when setting W S A D keys, not all keyboards are QWERTY.

    There is an option on the main menu to choose arrow keys over WASD.

  • I've been working on this game for a while now and just decided to upload a working version to the arcade. I've lessened the difficulty from what it originally was so it should be easy enough. Feedback and suggestions would be great!

    <img src="http://img824.imageshack.us/img824/848/da05.png" border="0">

    http://www.scirra.com/arcade/addicting-action-games/6717/tower-fall

  • Great game, if you can get the mechanics to work with touchscreen I think it will sell. I know the graphics aren't final but I would suggest a better sense of scale, the taxi looks gigantic compared to the other ships and stations. Maybe you could put a whole bunch of tiny windows and details on the taxi so it looks like the taxi is a huge ship and not a big sprite. The game was very enjoyable and I'd love to hear more updates.

  • Currently you have to set the animations for the sprite in the event sheet. For example to get the character to display a jump animation when he's jumping you would have this:

    player|Platform is jumping -> player|set animation to "jumping"

    So you need to add animations for every movement to the sprite then trigger them in the event sheet.

  • That's an easy one

    Global encounterChance = 0
    Global maxChance = 10
    tallGrassColl | On collision with Player Col
       System | encounterChance < maxChance  -> add 1 to encounterChance
       System | random(maxChance) < encounterChance -> Go to Brawl

    I think it makes more sense to start from 0 to go to maxChance...

    so basically you will have encouterChance/maxChance ... Chance of encounter :D

    Thanks it worked!

    But there is still the problem of having a select amount of Pokemon for each grass and randomly choosing from it.

  • I want to create a game with a similar overhead view as Pokemon Fire Red but platform battles like those in Super Smash Bros. I've tried creating tall grass with a custom list of Pokemon that could be encountered and then a Pokemon from that list is randomly chosen and goes to the brawl layout. Also this only happens after a certain amount of steps, I've tried to set it up so the more steps the more likely you will encounter a Pokemon.

    Download by clicking "Download Original"

    So how do I get my players chance of encountering a pokemon to increase the more steps he takes, and how do I make a random pokemon encounter selected from a list?

  • lol I guess it wasn't, thanks that fixed it.