czar's Forum Posts

  • Hi,

    I am making a scramble game a continuous side scroller.

    <img src="http://i50.tinypic.com/4ggphk.jpg" border="0" />

    I have my current capx here

    dropbox.com/s/97ubtunvs70ukz1/Scramble.capx

    My question is:

    I want to have "patterns" of a series of caverns that the player must negotiate through while avoiding enemies in pre-set positions.

    As I see it each pattern would either have to be stored on a really long layout with all the items already in place or some alternative.

    I am worried about performance if the levels are created at design time.

    I guess I am looking for suggestions on how to build such a game. I have been looking through the tutorials and reading as many posts as I can but I didn't see solutions to my game.

    Do all layouts have to be the same size? Is it possible to have, for example, the mountain layer mush smaller and have that looping in a continuous loop?

    Do I build up the caverns using sprites? Or would tile backgrounds be better?

  • Awesome. I have a business license.

    Thanks for the help. That makes life easier.

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  • My current game has many different solid objects. Before I go an make many collision tests with each individual object is it possible to test once between player and "all objects" that are solid?

    i.e., I don't care what kind of object it is, if it is solid I want my spaceship to blow up.

  • That is awesome. Thanks that makes life easier. Still learning :)

  • Yes, but what I can't figure out is how to exclude a whole group from being run.

    Am I missing something obvious? It wouldn't be the first time ;)

  • For example is it possible to put a condition of a group?

  • I am implementing levels in my game. When a stage marker is reached I want many events, for example keyboard controls and various animations to no longer work.

    At the moment I am going though and putting extra conditions on all those events.

    i.e., if not Player.EndofStageReached then Do_Keyboard etc

    I was thinking is it perhaps possible to have

    if not Player.EndofStageReached then

    begin

    all the events

    in here

    end;

  • <img src="smileys/smiley9.gif" border="0" align="middle" />

    I went through that list and never saw them.

    Thanks.

  • Every time I want to view my game I need to use the mouse to click on the run button. I cannot find any mention of a keyboard shortcut for this. I am so used to pressing F9 to start my Delphi programs that I invariably hit that key every time before reverting to the mouse.

    Could we please have a keyboard shortcut for run? And can it be user definable so I can use my favourite keyboard key?

  • Fair enough Brent. I will do that.

  • I think my main problem will be the enemy AI.

    Each unit has action points that it must use to either move or shoot. I have some ideas about to do that within Construct however, I am not sure how I will be able to iterate through the enemy units one by one. I will have to see about making a simple proof of concept soon.

  • Just an update if anyone has a similar question/problem in the future.

    I have used the Delphi source code from TinyWeb (http://www.ritlabs.com/en/products/tinyweb/) to set up my server and then I am using embedded Chrome to view my files. It looks like this will be a viable solution for me.

  • That is actually quite fun. Maybe the pigeon and plane concept is a bit of a stretch. A knight and zombies perhaps?

  • Sorry to disappoint I haven't make it yet but I would really like to.

    <img src="http://www.cpcgamereviews.com/r/rebelstar.png" border="0" />

    I still have a few challenges to overcome before attempting a turn based tactics game.

  • Pode

    Good idea. I will investigate. You have got me thinking.

    Loving this forum. Lots of people, lots of great ideas.