bscarl88's Forum Posts

  • I forgot to mention I plan on having 2 arms to simulate a forearm and arm, and possibly wrist, so i'll need to be able to tug and pull on it, and when I push it in, the arms fold , but when I pull it back out, the arms unfold

  • yea i guess i'll ask them too. delgado do you think you could post your answer here when they give you one?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Let me better explain...

    The right side of the screen will be where the joystick/mousepad is. While the player uses the mousepad on the right, the end point of the forearm (pretty much the wrist) I need it to mimic what the thumb is doing on the right, but it will be placed on the player. If the thumb extends past the reaching point of what the arm allows, i don't want it to break the arm, I want it to still follow the finger, but at an offset pretty much. My joystick is kinda setup to allow this already.

  • Errors

    Not implemented canvas context type: experimental-webgl

    Not implemented canvas context type: webgl

    Warnings

    Not found getElementbyId: c2canvasdiv

    Other than that, there's two notes that say button plugin not supported on this platform - the object will not be created

  • If I do have a physics behavior attached to an object, it's not currently being programmed for anything. And im pretty sure there isnt :/   the screen layout is pretty large but I feel like that shouldnt be a problem if it can handle the game fine through here:

    dl.dropboxusercontent.com/u/104143348/Ninja%20Strike/index.html

  • Well I transferred it to my device, but now it just does the exact same thing. It get's stuck and says 34 FPS, then after about 10 seconds it goes to 1 fps. If I click on a joystick, it will react 10 seconds later

  • honestly I've never had success with the URL launcher. I always plug my device in and use iTune to transfer the file over to Launcher. Less convienct, but it at least I know it works.

    How do you do that? And does that give a true performance test? seems like it would at least

  • Nope, no plugins

  • I exported using Cocoon JS, but my game won't move past the initial starting frame. I have decent FPS when i run my game through the public dropbox using my browser.

    -I exported as cocoon JS

    -Put the .zip file in the dropbox public folder

    -I downloaded the Cocoon JS app to my ipad

    -I put the URL into the Cocoon JS app on my ipad

    It boots up the the initial frame, but won't move past that.

    Any ideas?

  • Anything more on being able to create cutscenes with using your own in game assets?

  • I'm trying to get it so that when I press and move on my joystick, a sword and arms will pop out, but the sword is restricted to the arms length. And the point of the sword mimics what the thumb is drawing on the joystick, so it's kind of like being pulled by the tip of the sword.

    It starts at Event 83 and goes to 88. Any help is greatly appreciated <img src="smileys/smiley17.gif" border="0" align="middle" /> <img src="smileys/smiley17.gif" border="0" align="middle" />

    dropbox.com/s/uxdwoc4vh0af7bi/25-MAY-13%20-%20Changed%20to%20virtual%20joystick.capx

  • Looking for someone to take the lead on my game. Will be paid of course, prices will be negotiated privately.

    PM me if interested

    Playable link is at the end, but please read first:

    So there's still a bunch of bugs since it's in development. Before you play, you might want to either clear your cache,

    or open it up in an incognito browser. This is no where near done and it does not reflect the final Ideas/Controls or Artwork of the game.

    Ok so the controls are as followed...

    WASD - move (you can wall jump and double jump)

    Arrow keys - awesome sword I made in like 2 minutes lol. Use it to block projectiles/kill enemies in 8 directions

    Special Attacks

    Press SHIFT: Toggles bullet time

    Press 1 - Level 1 = stop time must shoot 3 darts by clicking; Level 2 = must shoot 5 Knives; Level 3 = Must shoot 10

    knives

    Press 2 - Instantly spawn behind the closest enemy within 20 meters and kill him

    Combos

    • Go slowmo, and line up shots better
    • Go slowmo and block incoming shots easier
    • Too many projectiles coming your way? Shadowstep (2) to the person closets to you!
    • Press 1 for bullseye to stop time andd line up knife shots around lots of enemies.

    Power Ups

    Health + 1

    Bullseye + 1 (max level of 3)

    This link will always stay updated with the most recently loaded version of the game. Can play on touch, but it's even more buggy right now.

    Playable Game

  • But that would mean that for every action, I would have to say If enemy is hit and enemyType = Alien, do this. or for every individual enemy type. I think if I want my enemies to react differently to every time of object, then I will have to do it individually

  • "You have a family called ENEMY. There is a wolf, a vampire and an alien that are all enemies. " Thought this was going to be the beginning of a bar joke   

    <img src="smileys/smiley36.gif" border="0" align="middle" />

    hmmmmm i think I see. I could say if EnemyFamily is hit AND EnemyType =/= 'Wolf': -hp and Set State "Hit".

    Then have a separate sub-event that says

    if EnemyFamily is hit AND EnemyType = 'Wolf': -hp and Set State "Angry".

    Ill try it out to see if it works

  • How do I get it so I can have 1 family for 5 different enemies, but have each individual act differently. Or say, pick family instance EXCEPT Enemy 1.

    Example:

    I want enemies to react differently to being hit.

    -Some enemies I want them to do death animation on hit.

    -Some enemies I want to do a hit animation, and reset their attack counter

    -Some enemies I want to not even flinch on the hit.

    -I want ALL enemies to get -50 HP, EXCEPT Enemy 1

    I hope I explained it well. Any ideas?