ca59eb38-e0ad-4975-9634-a2379c986d93's Forum Posts

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  • Fixed:

    https://dl.dropboxusercontent.com/u/80437109/SingleEnemyFire.zip

    Btw, it's an extracted version of the .capx (basically a project file), since i had to edit the version info to work with r156 or whatever i have currently (seriously, we should have an updater by now) - just open the .caproj file in the folder and then you can re-save it as a .capx.

    Also, you might want to look into the speed at which the dialogue appears - it was so fast for me that i couldn't read it (latest build of Firefox), furthermore, the stealth doesn't seem to work (something about pressing shift? shouldn't it decrease the player's speed?).

    Good luck.

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  • AnD4D Indeed i did, i made it as a quick mock-up example and posted it here: http://www.scirra.com/forum/a-quick-flappy-bird-clone-55-events-capx_topic85265.html

    CraftedStudios Hey, i'm not saying that you can't copy it (it's why i made it, as an example), i was just poking fun because it seems to me that the ghost sprite has been saved as a .jpg image with a rather low quality setting, making the compression degradation apparent... Yes, i do find this funny, don't judge me...

    <img src="http://s13.postimg.org/d4vcnjp7b/needs_more_jpeg.jpg" border="0">

  • bertie Booster I guess you do have a fair point.

    It just brings up memories of Comic Sans and every time it's been misused in serious context... >_>

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  • output in first situation:

    mydomain.com/stuff/scores.php size="2">name</font>score=<font size="2">score</font>

    output in second situation:

    mydomain.com/stuff/scores.php size="2">name</font>&score=<font size="2">score</font>

    See the difference?

  • <font size="4">I got this!</font>

    A full fledged clone of that game i made, even includes the angles:

    http://www.scirra.com/forum/a-quick-flappy-bird-clone-55-events-capx_topic85265.html?KW=

    Nobody's getting paid tonight, guys. ;D

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  • bertie Booster That font. Why?

  • shinkan That's probably because things off-screen are not rendered (IIRC), therefore the difference should be created only because more objectts are supposed to be stored in the memory and logic processed for (which seems to be pretty damn optimized from what i've seen).

  • Protip: you could use the "Pode HTML Pack" plugin (link) and have it render your current game project within a project that has the proper width and scale it down (this should be possible, however you should expect performance drops).

  • 24 FPS at the large map, up to 27 on the smaller ones.

    Dell Latitude D510 (1,8Ghz, 512MB RAM, Intel integrated graphics), there you have it, folks...

    Although i am actually impressed that the framerate is >10 on this old dinosaur of mine (at least i don't need a mobile device for testing, though <img src="smileys/smiley36.gif" border="0" align="middle" />).

  • That's how a clone is supposed to be done properly.

    Seriously, seems like a well made game, since it attempts to do more than just copy the original.

  • Should be really simple - use the Webstorage object to save a local key, which contains the high score. Then, at the end of the game, just compare its value with the current high score, and if the current score is greater, update the local key's value.

    <font size="2">(If you're developing another, yet ANOTHER clone of that stupid game, i have no respect for you; we have enough of those already, be original, try thinking for yourself, goddamnit)</font>

  • 1.) Adding a variable.

    -- right click on the event sheet

    -- select the variable option

    -- name your variable, set the initial value

    -- close the prompt

    2.) Updating the variable.

    -- (double) click in the event sheet

    -- select "system", then find "every X seconds" and add it

    -- enter the amount you want (1 in the example above)

    -- close the prompt

    -- select the newly created event, click right of the conditions to create a new action

    -- select "system", then find "add to (global variable?)"

    -- select the variable you created

    -- enter an amount of 1

    -- close the prompt

    3.) Checking if the variable is >3.

    -- create an event, similarly as above, this time select "compare values"

    -- have the second value be 3

    -- have the selector window be greater than

    -- click in the window of the first value, select system, then find your variable in the list and click it, it will be added to the textbox

    -- close the prompt

    Modify the actions of this event to only create obstacles if the condition is true.

    This depends on the coding of the example you speak of, can't help you here.

    What i'd do additionally would be to add a check to the "add to value" event so that the event is only modified while its value is <3, as any actions to it are obsolete after it reaches 3, unless you want to use it afterwards.

    Also, creating a Flappy Bird clone isn't a good way to start developing games with C2, you should check out some of the tutorials to get a better grasp of how C2 works. I mean, honestly, the way logic of C2 works is somewhat similar to Delphi/Pascal or most conventional programming languages once you get yourself familiarized with the way the program looks.

    Update: can't count to 3.