anty21ro's Forum Posts

  • Hi. This is a flappy bird-like game that I am working on ... almost finished it.

  • Not bad. But you need to add an Exit button and a best score that will be saved if you exit and enter again in the game. Make the score bigger and with a brighter color ... you need to work a bit on the graphics. Good luck.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Install the latest stable version

  • I found this on my .capx downloads folder <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> ... maybe will help you ... its what LittleStain explained

    https://www.dropbox.com/s/nkwa654q4s3hs ... .capx?dl=0

  • Hi again, I want to do something like this:

    Every time is subtracted from PlayerHealth(global variable) - Show the redscreen

    I want to do this so I don't have to add manually for every enemy or prop that hits the player to show the redscreen

    How can I do this ?

  • For the effects you can use the particle system, I think is the best way.

    https://www.pinterest.com/pin/450148925231391230/

    https://www.pinterest.com/pin/295548794270528801/

  • Hi. I did some more to my project (see the arcade link on top of the post). I think I will use a lot the physics behavior, but the player uses just the solid behavior ... and some things just don't work well. Do I have to add the physics behavior to the player too?

    Any of you tried to do something similar ?

  • Ok, I think I understand what you say but I don't have the necessary knowledge to implement this ... finally I managed to solve this, I came with the idea of making 2 groups for "when A is down" and "when D is down". I set the 2 groups deactivated at the start of the animation and activated at the end of it so that the mirror state is not triggered. Point 2 and 3 solved. Thanks everyone for helping me.

  • I don't understand ... is there other simple method ... closer to what I have now in my event sheet ?

  • Hi arcalaus, I never tried something like this - player controls with variables. Maybe if I see an exemple it will be easier for me to implement it. I will try what you suggest ... and maybe you will look on the caps file and see what I've done wrong. Thanks.

  • Can anyone help me with this please ?

  • Hi. I am trying to "polish" and add different controls to my player. I did some staff from tutorials but I need help. I don't know nothing about programming so I try to keep my event sheet as understandable as I can.

    Here are some things that I've done but are not working properly:

    1. If I hold A or D and then begin LeftClicking, then release A or D and continue LeftClicking there is a pause and then begins the attack animations.

    I want the LeftClicking to immediately respond, after the player stopped, without having to change the 0.6 sec pause between animations.

    (Solved) 2. When I RightClick the player throws a rock and he is facing (mirroring) in the correct direction. The problem is that if, for example, I'm RightClicking somewhere on the right side of the player and then quickly press A (to go left), he is facing in that direction even If I set the platform disabled.

    How can I remediate this ?

    (Solved) 3. When I press "Q" the player will perform a powerful attack, the problem with this is same as point 2. So I don't want him to change the mirror state if I press A or D while the animation is playing.

    Also I thing that the particles that are spawned here are doubled somehow ... I don't know why.

    4. Another thing that is not working well is when he is falling a certain distance. Please, play and see what I'm talking about.

    Another thing that I want to implement to the player is to have the possibility to pull or push objects when A or D + CTRL is pressed.

    Edit: The objects have physics behavior

    I hope you understand what I am trying to say. Thanks in advance.

    Here is the Arcade link:

    https://www.scirra.com/arcade/action-ga ... sting-3115

    Here is my .caps file.

    https://www.dropbox.com/s/dlblzlsaupn56 ... .capx?dl=0

  • Ok, thanks

  • Hi. I am working on my side scrolling platformer game and I am testing my character controls. I am using about 20 sprite strips with approximate dimensions of 1500x500 pixels for animations. When I preview with the Debug Layout Preview the FPS is between 48-56. If I preview with Run Layout and I use an in-game fps indicator my FPS is between 57-60.

    I also made another project file with the same controls but here I imported my character from spriter (scml file) , using the plugin. The frame rate is almost the same ... with differences of 1 or 2 frames + .

    So ... I am a little confuse, should I use just the FPS indicator to see the exact frame rate ? .... and why is this differences between the two methods ?

  • anty21ro

    There is an option on platform for 'Is On Floor'. This should only trigger when sprite is touching the ground

    I have tried different ways of doing it but did not work, how should I implement it ?