AngelRave's Forum Posts

  • Thanks! i am still having a hard time getting it to communicate but at least i have a very vague idea on how to get it to work!

  • Hello All,

    I am planning on publishing a game on GameJolt and i was pleased to know that they have a plug in for Construct 2

    however i am having a difficult time trying to figure out how to get it to work since the last manual i could find in the tutorials is a little out of date.

    i only want to use a log in or guest feature

    save local and online scores

    and use Achievements/Trophies

    Thanks!

  • Thanks guys!!!

    These are brilliant, ill determine which one will fit best in my game.

  • Hello all

    i am making a tower defense game and the game consist of enemies clumping up against an object and attacking it

    to defeat the enemies, you have to click on them reducing their lifepoints and eventually defeating them.

    my problem is, when i click the enemy if they are clumped up it triggers for ALL enemies that are touching the mouse, this is bad of course because it means you can defeat 100's of enemies in a few clicks.

    How can i make it so that when you click it only registers on one object and now all of them?

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  • Simple way to achieve that could be this.

    make global variable Difficulty = 1,

    Every 60 seconds:

    Add +1 to Difficulty

    Every 20/Difficulty seconds:

    Create object Cat

    This will make it so that for the first minute it spawns cat every 20 seconds.

    Second minute it spawns cat every 10 seconds.

    Third minute every 6.66 seconds

    etc...

    Aw man you make it sound so simple! i guess i just needed an extra head to break it down. Thanks! ill give it a try!

  • Hello All!!!!

    I've been playing with construct for a while now however i have never made a sort of endless runner type of game just without the running part.

    basically its a game that spawns cats and its your job to remove the cats.

    The question i have is, How can I have the game summon more cats as time progresses making the game progressively harder?

    like 0-60 seconds maybe spawn a cat once every 10 seconds at location A B or C

    60-120 seconds maybe spawn a cat every 5 seconds or maybe 2 cats every 10 seconds. etc etc etc

  • hello everyone! i have a problem

    hopefully a simple one.

    i have a top down game (think of the old zelda games) and i was wondering how to draw in enemies and have them follow me, while maintaining a smooth movement?

    i got them to go up down left right etc. but its clunky and very amateur looking and i cant figure out how to get them to move at an angle.

    also the monsters are on 4 sets of animations one for each direction is it possible to have the game determine if its at a certain degree to change animations?

    Thanks everyone i look forward to your comments!

  • Thanks everyone for the replies all of these are very useful.

    Thanks RamPackWobble,

    I use the perlin noise but you can use Simplex or whatever too. Perlin is just most like the natural shapes in nature.:

    You can do this for Free. It will cost you nothing.

    vtrix

    Great looking package but no very suitable for phone use, you have almost 7 megs worth of perlin noise files, I am just rendering them in real time.

    AngelRave,

    If you like my effect send me a PM, and I will hook you up. i have a bunch of other effects I will add too if you want them.

    My effect uses no textures.The effect pack listed above in the store takes almost 7 megs worth of texture. My effect takes 2 8x8 sprite. and the entire file is 172k, less than one of the textures in the store version.

    I can make some more effects too on demand, I made myself a template that is easy to change into other effects.

    These look great, Could the same be applied for a blizzard effect?

    How do you even install plug ins?

  • Hey everyone! i have a top down game and i was wondering if there was an easy way to make a sandstorm or a blizzard that wouldn't be too resource hogging

    i suppose an effect that sticks to the screen and doesn't scroll would be the best choice? i don't know.

  • Simple concept really,

    I want the player to be able to go into a lake for example but i want to prevent monsters from going into the water

    however i cant figure it out... i dont think a solid toggle would work i feel like it would get everyone stuck.

  • i am fairly positive that this has been asked before but i have spent the past hour searching for it.

    so i feel stupid for asking this but

    how do you have multiples of an enemy for an example that only trigger when the event is activated independently. for example i created a simple AI for spiders to move, its just a every 1,2,3 second event

    but it seems every spider would change movement at the exact time. so if the trigger picked 3 then every spider would change movement on the 3 instead of picking 1,2,3 independently.

    i also have a simple program if the main character is within X,Y of the enemy. then have enemy move towards her.

    however it triggers every enemy on the layout even ones that are fair away. and correct me if im wrong but having clones of the same monster and long copy paste code for each one is cumbersome and eats resources i think?

    anyways thanks for looking! i look forward to the replies!

  • It looks great thanks! ill have to give it a try when i get the chance!

  • i suppose its worth a try when you collide with the the object to make the event function to have the wall solid behavior disabled for the duration of the jump... although it would mean that npc's and monsters would just merge into the wall if they move. hmm

  • in response to the first question, the game is bird eye view, somehow the main character can press against a ledge/cliff and seemingly jump off of it as if the wall isnt a solid object anymore and land on the floor below it

    i'm basically trying to achieve this wondrous feat!

  • Hello everyone!

    I am making a game similar to Legend of Zelda a link to the past. and am I trying to figure out how link is able to jump off a cliff.

    I'm also trying to figure out how depending on a layer it seems that you can collide with some monsters but not others depending on which plan the main character is on.

    any idea's???