Burvey's Forum Posts

  • There are much more elegant ways but the easiest I can think of off hand is this:

    On enemy destroyed > set value of powerupvariable to floor(random(100)) (or whatever number you like).

    Then.

    If powerupvariable = 1 > spawn powerup1

    if powerupvariable = 2 > spawn powerup2 etc...

    This way if you have 10 powerups then with the above formula you would have a 10% chance of getting a random powerup.

  • I can't find it.

  • Cool. I wouldn't mind checking it out again after the updates.

  • Shift and Trim look like they could be very useful! I can see people using dissolve for transitions and deaths, rather then just fading. And the color shader... well, you know I've been waiting for that one! haha

  • The pathfinding behavior includes speed settings. You can set them up in the properties or update them at runtime with events.

  • I've researched this a couple times as well. As far as I can tell it can't be done.

  • Just some suggestions. First, I would make the platforms jump through so you don't get caught between the platforms and the edge of the screen. Second, the running animation doesn't really match up very well with the actual speed. Third, I would make it so the jump height is based on how long the button is held down. You could keep the same maximum height that you have now, just make it so if the button is released the fall starts. (Also I noticed that sometimes the character wouldn't jump for a quarter second or so after landing even when I pressed the jump button and other times if he were at the extreme right edge of a platform where he should have fell off it still let me jump.) Lastly, as it is now it seems like the power ups are more of a hindrance then a help. Almost every time I got one it caused the poor monkey to bite the dust. With all that being said, I still continued to play for quite a while, so it is fun, just needs some love.

  • Looks like the float point rendering issue. Try changing your settings to letterbox integer scale, point sampling, and pixel rounding. Or you could put a 1 px overlap in the sprites.

    Honestly, in your situation, you should probably be using tilemap rather then sprites though.

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  • Awesome updates! Keep up the good work.

  • Try this

  • Just use the forums built in attach file system.

  • Try control e to export. It may depend on which version you're using though.

  • attach your capx

  • Yes because you will store the name in a global variable and can grab that variable from any layout.

  • Well you said layers. If you want the name to be the same in different layouts then you need to use the variable way (also in the capx I attached)