Chris PlaysOldGames's Forum Posts

  • First release with Construct2 on Scirra arcade in Action game section (or click link in my sig). Its a stable alpha of a classic style side scrolling space shooter complete with 100 waves and bosses.

    It is designed so each play through will be different due to randomness of weapon spawns, once you get all weapons it gets much easier.

    If you do find it too easy just try Insane game mode and see how long you last.

    Please give it a try and post me some feedback about how playable or fun it is, or isn't!

    Bug reporting is nice too.

    Tips: Keep the turret enemies from gathering behind shield enemies and destroy mines as soon as you see them!

    Use the second weapon upgrade, energy bolt, to one-hit detonate mines and create a death orb around it!

  • All I have seen is the reset all option.

    You could write a function that does it and call that when they need to be reset, or put the ones to reset in their own group manually resetting and then activate and deactivate it to reset them all at once...

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  • It sounds like some malware has gotten onto your system. Next time the pop-up happens look closely at it and get its name, ie. shoppersniffer, advertbot, whatever. Do a google search for it and you should find ways to clean it off your system, usually using Malaware or other such freeware cleaner.

    No it won't attach to your project, it is only displaying because you are in your browser.

  • My bad if I had of looked closely I would have seen they weren't attached to the controls.

  • Or not allow the game to save while character is moving, ie. bring them to a stop if you use trigger collisions checkpoints save or not allow them to save just anywhere.

    I would think even if you disabled 8-way movement prior to save and they are say in the middle of a jump it would still save the jump.

  • I don't believe the "every tick" is needed prior to touch or keyboard events since they are triggered events via the touch/input action anyways.

    You could also simply add the is touching condition as a -OR- to your keyboard arrow event and save repeating all the associated events.

    You could still turn it off and on by making a variable that is either 0 for keyboard (default) or changed to 1 when player selects touch option (or mobile is detected).

    You would then add a control (is-not-equal-to) 0 (or an is-equal-to 1) condition in the touch part of the -OR- event.

  • Passive layout for off screen objects! Never thought about doing that, would make my main layout less clustered around the edges...

  • I did a tutorial on web storage that may help:

    https://www.scirra.com/tutorials/1152/introduction-to-webstorage-simplified

  • Use a negative number?

  • That is because I just threw the collision detection sprites onto the player and didn't tweak them. Adjust the player and collision sprites image points till the distance is the same.

  • Make sure you have BOTH a .mp4 AND a .ogg music file or your testing browser may not play your music. There are many free webpage sound/music file converters out these so make your file into both types and import into music folder.

    Outside that (which had me stumped for a bit) do like puntodamar said and rtm.

  • OK, I got it working using some creative thinking.

    Try this out and see if it doesn't feel like the video shows.

  • Try instead of making your own movement events using the 8-way movement behavior and setting its properties to 4-way movement (up,down,right,left) and put the keyboard control events inside a group (Movement). Then give your wall a solid behavior so it stops the player. Start layout with "Movement" group active then deactivate group "Movement" upon a movement key being pressed and only activate the group on a detected collision/overlap with a wall.

  • Have you tried using a ball event with "On-Collision" or "Is Overlapping sprite" condition with action to add 1 to a global variable?

    Use "Trigger Once" condition as well so it only adds 1 until the next detected collision/overlap.

    Otherwise without a .capx is hard to see exactly what you need.

  • A PC/Mac/Linux exported executable will most certainly always run faster/smoother than a browser game. The former has all the processing power of the system while the later is funneled through the browser program.

    Steam Greenlight is not so bad...