Burvey's Forum Posts

  • For example, if I call "function" (1,2,3,4,5) but I only want to use parameter 1, 2 and 5

  • I thought it might be fun to share some development progression pics for Endoro's Quest. If you like this idea let me know and I'll see about putting together some more progression pics of other aspects of the game.

    Today I will share some progression shots for the Endoro's Quest title screen.

    Inspiration for it was taken from the title screen from Zelda 2 The Adventure of Link:

    Rough draft sketch of my idea for the title screen:

    First draft. I like it but it didn't quite match the style of the game.

    Title screen I'm currently using:

  • blackhornet Thank you, after several tries I was able to get it to work correctly in my code. I don't think I would have been able to get that sorted without your help.

  • blackhornet I'm not sure how to do that correctly.

  • I want to do something like this, but it's not working as expected:

    Function On "Damage"

    sprite -> Subtract 1 from health

    System -> Create object Explosion on layer "game" at (100,100)

    etc...

    For each sprite -> Call function Damage

    When I try to do it with a function like above it doesn't pick the correct sprites.

    I can put the actions in without using a function and it works correctly.

    For example, this works:

    For each sprite ->

    sprite -> Subtract 1 from health

    System -> Create object Explosion on layer "game" at (100,100)

    etc...

  • Looks cool. Maybe you could add a way for players to change the default control keys.

  • Cool matching game. My 5 year old had fun playing it.

  • Agreed, it looks good. Keep working on the game.

  • You can post your capx if you want and someone can take a look at it for you.

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  • That's what snap to grid does. If you have an 8x8 grid then when you resize a sprite it will resize to 0,8,16,24 etc. It doesn't matter if the sprite started out as 2x2 or not. If you want one of the dimensions not to snap then you need to either turn off snap to grid or set up your grid differently (2x8 for example). Think of it like this, the grid is a square, so whatever you're resizing has to take the size of that square because you are snapping to that square. If the object is too small to do so it will default to 0.

  • I don't think this is a bug. It is because your grid size (8x8) is larger the the sprite height. If you changed your grid size to 1x1 the resize wouldn't happen.

  • The listener object is usually the player sprite. You place the positioned audio on the object where you want the sound to come from. For example, if you have an explosion, you can place the sound to the explosion. Then the closer the listener object (player) is to the explosion, the louder it will be. Of course it's not just the volume, if the explosion is to the right of the player, it will be heard in the right speaker etc.

    Edit: By the way, there's an example capx that comes with construct 2 in the example files. If you haven't already, you might want to take a look at it.

  • I think most people on here developing iOS are using Intel XDK

    I'm not developing for iOS so I don't know what the current issues are though.

  • This should get you started. This uses a spritefont but you can do the same zoom effect with sprites or whatever.

    https://www.dropbox.com/s/6gpdz8qk4658u ... oming.capx

  • For now what you can do is make an entire event sheet of just functions and include that sheet on your others. That's what I do. I also put like functions in groups and activate/deactivate them depending on where they are called in the game. I find it much easier to manage them this way.