brunopalermo's Forum Posts

  • Try this...

    [attachment=0:2c9mz1qx][/attachment:2c9mz1qx]

  • It's fine. I didn't feel you were attacking me, but I thought it was worth putting it clear... It's the internet, people sometimes get offended and I may have been too blunt with my opinion...

  • Just to put it clear, I was not criticizing your approach. Just trying to show you that the type of experience you want to create is more important than individual taste. Also, you won't have a significant share of the gaming community here in order to the poll to be representative of this community, so...

  • Ah, ok. Great!

  • Weird

  • Why don't you program the level editor to save as an array and when saving just save that array as JSON? Set key to arrayName.AsJSON would do that and guarantee everything is right...

  • It should be possible to load from a dictionary key... Can't see why this is not working.

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  • I don't think this is a matter for a poll. It does not depend on what people think of this, but, instead of what kind of experience you're trying to create for the player, what would work for YOUR GAME...

    Candy Crush, for instance, makes you beat a level before getting to the next. It even includes the gates every 10 levels, which are even more blocking. It's a success and both mechanics are partly responsible for that success. Mario 3, as Aphrodite mentioned, has a less linear approach, allowing alternative paths and it works great for it! There are successful games that even give you access to all levels, without linearity, and others that give access to groups of levels and demand that you beat all levels in a group (in no specific order) before granting access to the next.

    The approach you will use should be determined by what kind of experience you want to provide, not the opinion of the general public, since there's no RIGHT WAY, but ways that will work or not for YOUR GAME.

  • Hey awesmeraphi!

    Sorry, man... Never saw your reply. You can just go on and tag me when you need help, so I know.

    Problems

    1. You have a lot of code related to movement, they're overlapping and causing this. Also, I don't know what exactly you're trying to achieve with that Var_Y variable. Why don't you just use the normal controls?

    2. Regarding the animation stop, it happens because you're telling it to stop. Inside the event for shooting you tell the animation to stop before creating the PBullet object. Again, I'm not sure what you're trying to achieve here. Is the shooting direction really supposed to be independent of the facing direction?

  • Lordshiva1948 answers how you can easily get the real time at this thread:

  • WOW! That's cool, Lordshiva1948! Didn't know about this action...

  • int(TextBox.Text)

  • Try this...

    [attachment=0:jipsm8f8][/attachment:jipsm8f8]

  • It wasn't moving before, because you never told it to move.

    Here you go...

    [attachment=0:1c25iyyw][/attachment:1c25iyyw]

  • You can always use lerp(currentX, Touch.X, 0.1) to smooth the swipes...