CyberDagger's Forum Posts

  • So, in my game, after you lose, it takes you to a layout that shows you your score and the high score. I wanted to have the high score persist when you close and open the game again, so I decided to use the save game action to do that.

    Turns out, it doesn't exactly work as intended. I thought a save file only kept the values of variables. It does save the variables, and the high score variable is kept as it was before, but when I have the game load a save, it jumps to the game over layout, the one where the game is saved. It was supposed to only load the variables and stay in the same layout.

    I'm clearly doing something wrong here.

    How would I do something like this, the right way?

  • That worked. Thanks a bunch!

  • In the game I'm working on, I have implemented a lives counter, showing the number of lives as a number on a corner of the screen. However, I'd like this lives cointer to be a row of sprites, starting at 5 and with the number of sprites decreasing as lifes are lost. How would something like this be implemented?

  • I'm working on a game in which I have objects being generated that are destroyed when clicked on. With the way it works, two instances of this object may overlap. If a click is made in a point where two overlapping objects are, both are destroyed. How do I make it so only the object in front is destroyed?

  • That did it. Thanks a bunch.

  • So, I'm working on a very simple game where a series of cannonballs are shot at you, and you have to knock them out of the air. To do this on a 2D plane, I simply have the cannonball objects get larger to simulate the approach.

    I have this, pretty much.

    And there, a problem becomes very apparent.

    In this 2D plane, when new objects are drawn, they are superimposed on top of the previously existing objects. While that is a perfectly acceptable way of doing things for a lot of games, in this case, it means that the smaller cannonballs are seen on top of the larger ones, and that completely ruins the illusion of depth.

    So, here's the question: How can I make it so newly drawn objects are displayed below the older ones, not above?

  • Using the pin behavior worked. Thanks.

    I'm still not quite sure why it wasn't working before, though. Is it because the "bound to layout" behavior still lets the object go outside, but snaps it to the right position immediately after?

  • I started working on a breakout style game, with the bat controlled by the mouse. The game is supposed to start with the ball on top of the bat, centered, so the player can choose from which position to let it go. I set the bat to follow the mouse's horizontal position and had it bound to the layout. To make the ball always stay in the same position relative to the bat, I made it follow the bat's horizontal position. My events look like this:

    Yet, if you actually playtest the game, you'll see that the ball seems to be following the mouse instead of the bat. if you make the bat reach the end of the layout and stop due to being bound, the ball continues moving.

    What did I do wrong here? How can I make the ball behave as I want it to?

  • Aaand... done!

    Good luck, CD!

  • Pode

    (in another lifetime)

    Let's hope I don't reincarnate as a turkey then.

  • Pode : I went and checked the plugins list, and I saw your color changing plugins. Pretty good, except they apply the filter to the whole sprite, they don't let me selectively change colors.

    I may be able to work around that, though. cut the sprites apart. For example, having a cockpit as a separate sprite that follows the main sprite. That might be a bit of work depending on how many sprites I have to do that with, but it may pay off.

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  • Here's the deal. In my game, I'm going to need to change the colors of various objects at many points, both permanently and temporarily.

    The best way to do this is to do it like in the old fighting games with Player 2 colors. The sprite is exactly the same, it just loads a different palette to go with the sprite.

    This is optimal both on my end, as it would mean less sprites for me to take into account, and on the user's end, as it would mean less loading time.

    So, is there any way for C2 to load palette files and apply them to sprites? Some plugin that does it? Or is it simply impossible right now with HTML5? Any answer would be great.

  • And what if the characters have different animations, so the hitboxes would be different?

  • So, does this mean we'll be able to submit to Newgrounds? (NG will most likely eventually accept HTML5, but there seems to be some resistance to it right now, so I don't see it happening in the near future.)

  • As soon as I saw it was a video, I knew what it was. Good old Egoraptor. This is the video that inspired me to finally make my blog and the video tat inspired me to name my blog.

    His Castlevania Sequelitis vids are pretty good, but this one, the Megaman X one, is brilliant. It should be required watching for everyone hoping to get into game design.

    Says much more about his game design knowledge than his aptitude at shooting melons. (Because lemons are the correct thing to shoot, not melons.)

    Really, watch this sh*t. It makes great points about teaching a player how to play the game, among some other points, and never gets boring, with the well known Egoraptot Humor�.

    RIDIN' ON CARS!!!!!