Burvey's Forum Posts

  • In the capx that you posted in the bug report, the border object is being created an unlimited number of times. Not sure if it's related or not but just a heads up.

  • I seem to remember an issue where if you have webgl enabled and you are trying to zoom in on a text object it would cause havoc with the draw calls increasing. I'm not sure if that's the issue you're having or not though.

  • Why can't you just make MovingLeft and MovingRight animations and switch between them depending on the state of the sprite? Maybe I'm misunderstanding what you are wanting to do.

  • I think the controls are hard to understand and get used to. The icons aren't recognizable and the GUI isn't labeled well It's hard to know what everything is for when you're starting out, which is the most important time to keep players interested in the game. Also, there seem to be a lot of more expensive IAPs which tend to turn people off to a game.

    It looks like it could be a solid game if you get some of the basic user friendliness stuff down first. I think someone already recommended a playable tutorial which wouldn't be a bad first start, along with labeling the GUI icons/objects.

  • That looks really cool!

  • The feature hasn't been added yet. Maybe in C3

  • I'm glad to hear it's working for you. And I like your animation, by the way.

  • Change your event to Keyboard when A key is down rather then on pressed.

    If that dosn't fix it then you'll have to post your capx so we can take a look at it. Or at the minimum post an image of your event sheet.

  • Have you added a movement behavior to the sprite yet? Like the platform behavior. You need to make the sprite move in the event sheet.

  • It's because your player dummy box isn't actually colliding with the box. It's sitting on top of it. If you swap out player dummy box for player (the animation), it will work the way you have it set up.

    You could also set it up a couple different ways. One way is that you could probably play around with the collision polygons on your sprites to make it work. Another way, and what I would probably do, is to make an invisible detector sprite that follows the player box just under it and destroy the box if that detector sprite is overlapping the box and the down arrow is pressed.

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  • spacedoubt I love those types of games. They are one of my favorites. Please keep us informed of the progress!

  • Zaksoid that looks really cool.

  • Hopefully you are making these using layers for the different objects. I say that because with most point and click games you'll want to be able to interact with the objects. For example, open the cabinets, turn the lights on and off, run the water etc...

  • Ok. I still don't fully understand but I see what both of you are saying so I'll start updating the code again. Thank you.

  • blackhornet here's what I'm trying to do and I can't figure it out.

    I made a function called SubtractHealth. Param 0 picks the enemy, param 1 is the amount of health to subtract and param 2 chooses a new animation frame for the enemy sprite.

    My events in the function look like this:

    Set enemyUID to Function.Param(0)

    Subtract Function.Param(1) from Health

    Set animation frame to Function.Param(2)

    I'm calling the function like this:

    "SubtractHealth" (enemy.UID, 5, 3) which works well.

    But, my issue is that in some cases I don't want to change the animation frame. So I'm trying to call the same function like this:

    "SubtractHealth" (enemy.UID, 5) which is giving me all sorts of problems. I'm not sure how to call it properly.

    EDIT: Just as an aside, I'm using "SubtractHealth" (enemy.UID, 5, enemy.AnimationFrame) as a workaround for this specific example, but I have several other different functions with a similar situation so I'm trying to figure out the correct way to do it, not the workaround way.