DeadRioters's Forum Posts

  • 4 posts
  • Hey there! Hope you are doing well.

    I'm working on a top down video game and I have a superpower that destroy every ennemis that are overlapping a specific zone (zone is basically an invisible round sprite object).

    But in order to get my scoring mecanic right, I need to know how many ennemis has been destroyed to get the proper score out of it.

    (ex : 1 enemy detroyed = 50pts. If 3 enemies were destroyed I want to add 150pts).

    But I'm struggling to find how I can count how many ennemies were overlapping the zone when the superpower came in.

    Your help would be much appreciated :)

    Thanks

    Tagged:

  • Hey R0J0hound ! Thank you very much for your reply. I think I've managed to get it right.

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  • Hi everyone, hope you are doing well today.

    I'm currently working on my mobile video game on C3. It's a top down game where you need to dash to move and attack ennemies.

    Dashing is made by pressing the screen, dragging and releasing. The more you drag, the more power you put in your dash.

    I decided to code it from scratch rather than use a C3 behavior.

    But when I've tested my game on a mobile phone, I discovered that my dash movement wasn't consistent (with the same power, I ran more distance on mobile than I do on PC).

    I made some research and found out about delta time to control my movement independently from FPS.

    But I have a really hard time understand how I should transpose the delta time workflow with my actual code.

    That's why I need your help here.

    I've recorded the gameplay so you can better see how it works.

    Here's also a screenshot of the code of my actual movement.

    youtube.com/shorts/NVLijoig0C8

  • Hi everyone, I hope everyone is going well ! I'm currently working on a top down action mobile game where my main mechanic is to dash on ennemies.

    I'm planning to let the player upgrade his dash power while evolving in the game so I'm using a bullet behavior which I use to "launch" the player when Dashing.

    My main issue is that I've tested my game on 2 computers and the dash speed and force aren't consistent.

    On my other laptop, the dash is slower and give the player a shorter distance.

    I've attached the file here so you can have a look : drive.google.com/file/d/1aMM6pJqlyf4qa_GkmwzAVu9ZMOvEYmRl/view

    I'm fairly new to construct. But I think my issue could comes from the event that's meant to "gradually slow down" the player to mimic a decent deceleration.

    Thanks all for your time and help

  • 4 posts