Derqs's Forum Posts

  • Hey thanks for the detailed reply.

    I tried to make what you told, but I couldnt implement this line: set s_sword_icon.sword_cost to (array_swords.X[s_sword_slot.slot_number])

    Right now when you buy a sword the sword icon changes from red to green, which is good.

    But I still need to figure out how to display other swords using just 1 sprite.

    Here is my capx: shop_test.capx

    Edit: I'm also trying out LittleStain suggestion atm

  • hi there,

    for the game I'm making I need a shop system, so I did the ingame shop tutorial and got a basic structure.

    In my game, there is a sprite called 's_sword', this consists of multiple frames, each frame is another sword.

    The variables I have so far are:

    total_money; your total amount of gold.

    current_weapon: the weapon you currently have equipped.

    current_weapon=1, means s_sword frame 1.

    I got a system working for buying now..

    But this is where I get stuck. I have a another sprite called s_sword_icon, that gets placed in the shop.

    each frame of the s_sword_icon should be linked to the frames in s_sword. as example: s_sword_icon frame 1 = s_sword frame 1.

    when the player presses a certain keyboard key and is overlapping frame 4 of s_sword_icon, the current_weapon should be 4.

    when this happens the s_sword_icon should change into another sprite called s_sword_icon_bought, meaning you purchased the sword and now can choose to equip this one or another one.

    I hope it is somewhat clear what I want to achieve, and I'll post updates when I figure stuff out.

    And if anyone has a better and more efficient way of doing this, I would be glad to know

    I also read a lot about Arrays, but those seem look difficult.

  • Thanks!, I knew it would be something simple like that.

  • Thanks!, I knew it would be something simple like that.

  • Hey there,

    Im trying to make my enemies health go down only 10hp when it's being attacked.

    Right now this is what I have:

    The result is the "Skullworm" dying instantly when it gets attacked, instead of just losing 10 hp.

    It probably has to do something with overlapping.. Does anyone know a good solution to this?

    Skullworm hp=20, so 2 attacks should kill it instead of just 1.

    The spawn Sprite event is just some damage numbers displaying you did 10 damage.

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  • Thank you both for these detailed replies.

    I think what TheBen said was really what I was looking for: Collect as Much Treasure as You Can in 3 Minutes!vs Collect all 5 Coins in 10 Seconds!

    I think I'm going for the second one, but I'll let the player decide if he wants to collect all the coins in a certain room before he continues to the next. Because everything will be very fast paced, The player has to decide quickly if he goes for all the coins or go as fast as he can to next room and hope for easier to get coins.

    Thanks,

    Derqs

  • Hey there,

    I'm working on a 2d platformer where you have to collect as much as coins withing a few minutes.

    Basically I want to know what you guys think plays better and fits more with this game:

    1 big level, or multiple small levels connected to eachother(a portal teleports you to the next level)

    And how do those two compare to eachother performance whise? Would 1 big level be easier because everything gets loaded on start, or are small levels better because a small level has less objects in it.

    And do small levels feel more linear, because the have to get to the portal/door to go to the next small level?

    I'm basically a bit lost at the moment, so some feedback would be great to have!

  • Not a fan of the player sprite, but those item icons look incredible! nice

  • The Signed/Debug is the one you can use to test it on your device. You cannot upload this one to the playstore.

    The Release/Unsigned is used for the playstore.

    But you have to sign it first, otherwise people could just download your apk, and upload them thereself, saying they made it.

    You can follow this awesome tutorial for that: https://www.scirra.com/tutorials/432/an ... h-cocoonjs

    You already did step 1 and 2, if you have 2 apk's, so start at step 3.

    make sure you use v.1.6.0_38 of the JAVA JDK, you can download this in their download archive, but you'll need to register(free) first.

    And make sure you write down your keystore password somewhere, just incase you forget it.

  • 1.Make a project including the cocoonjs object.

    2.Export as cocoonjs project. U'll get a zip file.

    3.Make an cocoonjs account on the ludei website.

    4.Upload the zip file of step 2 to the cocoonjs website.

    5.Export as apk once the cocoonjs website is done converting the zip to apk.

    I suggest using Canvas+ as export method on the cocoonjs website.

    U can get it even easier on your phone/tablet by:

    1.Make a project including the cocoonjs object.

    2.Export as cocoonjs project. U'll get a zip file.

    3.Download the cocoonjs launcher on the playstore.

    4.Send the zip file of step 2 to your phone, via mail, cloud or with the usb cable.

    5.Open the cocoonjs launcher app and select the zip file of step 2, select canvas+ and play your game.

  • The artwork is amazing, looking forward to more!

  • This is looks really promising!

  • Not sure what you meant, but you can enable grids in C2 and when you use a tilemap its snaps to that grid.

  • Looks amazing!

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