Derqs's Forum Posts

  • This is amazing, thanks!

    Would it also be possible to save the highscores in webstorage? I can't get that seem to work

  • Heya, I just exported my game to cocoonjs multiple times, with different settings.

    When i turn on Webgl and point sampling, the pixelart is really crisp. However as soon as I turn off webgl the pixelart gets all blurry.

    My problem with webgl is that it's shows a biggers screen than my windows size, and some sprites are getting all weird.

    Is there any way to fix this?

  • I got the whitescreen problem fixed here,

    in XDK go to the topleft corner of the screen and click on projects, then change the source directory to the same as the project path.

    XDK makes an automatic index.html when you start a new project so this way you change it to the one CS2 made.

  • Oh man, that looks fantastic!

    Do you have a devlog set up anywhere where I can follow this game?

  • Looking forward to this one!

  • Thanks, for the quick help! blackhornet it works like a charm.

    They now move independently of each other

    <img src="http://i.imgur.com/Q1iXmpH.png" border="0" />

  • Hey there,

    I have an enemy, with the variables:

    Range (when within range, enemy follows player)

    Attackrange (when within range, enemy stops moving and attacks)

    Attacking   

    MoveTowards

    Well when I duplicate this enemy, the others do attack when they're not even in range. So how can I seperate these variables, so every Enemy does his own thing?

    Heres a screenshot:

    <img src="http://i.imgur.com/rXmux6Y.png" border="0" />

  • Hey there, again I'm stuck and I can't seem to find a solution.

    I already checked alot of examples and forum posts :)

    So, I can place and destroy blocks just fine in my game.(using create object at current mouse.x and mouse.y)

    The only problem is: I can place 2 and more of the same blocks on the same place. So is there any way how I can check if there's not already a block at the current Mouse.X, Mouse.Y?

    drive.google.com/file/d/0B-5Zgs_yQiBiM2xBZEpRcHo4NDQ/edit

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  • Woa, I got it finally!

    For anyone with the same problem:

    I had to add the "object on created" condition to the overlapping condition.

  • Hey there,

    I'm trying to make a mechanic, but I can't get it to work:

    There is a template made of 8x8px blocks ingame. When you place placeable blocks on those blocks the puzzle should be completed.

    So far i tried making a variable that adds 1 to "puzzle completed".

    And when for instance "puzzle completed" =7, the puzzle should be completed. I tried working with the overlapping condition, but this would add 1 to the variable constantly.

    Level 2 would be made of more template blocks

    Level 3 of even more etc..

    here an image of what I want to achieve:

    <img src="http://i.imgur.com/rmSlYiK.png" border="0" />

    And here thecapx:

    drive.google.com/file/d/0B-5Zgs_yQiBiWjFFNkhCTEVtVkU/edit

  • awesome artwork and I really like your blog!

    This is something I'm working on,

    It's going to be a terraria/zombieshooter/supercratebox clone. Also my first time doing something with pixelart:

    <img src="http://i.imgur.com/dSNoq8I.gif" border="0" />

  • I just can't get it to work properly.

    The two red dots indicate where these 2 object should connect.

    So when those legs go 1px up, I want the torso to move 1px up too.

    This doesn't really work with the Pin behavior I figured, because the sprites just stick to 1 point. Set position also does some strange things, so what would be a good way to connect those 2 dots?

    <img src="http://i.imgur.com/GVZ0qYH.png" border="0" />

    EDIT: woa got it fixed finally, for anyone with the same problem:

    I deleted the Playerobject and just gave the legs platform behavior.

    I then used at every tick: Set position Torso to legs imagepoint1(I put where i had the red dot)

  • Hey, my player character is build from 3 objects.

    Player- just a square box with platform behavior.

    Torso-This one changes alot(weapons,aiming)

    Legs-walking,jumping,idle.

    So i currently have this:

    On start of layout: Torso pin to Player.

                         Legs pin to Player.

    That works though, the thing is the walk animation makes my character jump a little. In the first frame the player stand higher than the other 2. But when I use Pin behavior it doesnt work.

    This is how he is meant to walk:<img src="http://i.imgur.com/JVFywpW.png" border="0" />

    here is the url so you can see how he currently walks: googledrive.com/host/0B-5Zgs_yQiBiV1F4NjRORmVQSlE/index.html

    Also when you jump and go walk left or right when you just landed the animation will get stuck in idle pose. I don't really why that happens.

  • Thanks they now shoot in the right direction, but when I shoot and then change the animation frame, all the bullets move into the new direction.

    Is there any way to handle every bullet as a different object, so they wont get effected by the angle-change, when they have already been shot.

    EDIT: got it fixed by making a mouse click event for every bullet direction.

    Thanks!

  • Hi,

    I have 3 images of my player holding his gun.

    1. holding it upwards.

    2. holding it straight.

    3. holding it downwards.

    so what I want is to get him to shoot in the right direction on each image.

    Something like:

    If imagenumber=0 angle=45

    If imagenumer=1 angle=0

    if imagenumer=2 angle=315

    Is this in anyway possible?

    I also use the mirror function to get him to face the other direction, how would I get that to work with this correctly?