DolyGamesCosmos's Forum Posts

  • Hi,

    I had a similar problem in the past and I believe this is because you are using the GRAPHICS of the player as the player with weird collision lines.

    A better practice is to use an invisible sprite with PERFECT box or circle collision lines and PIN the GRAPHICS player on this.

    You can also double check that your floor's collision lines are perfect, because any weird angles create possibilities of bugs.

    Good luck

  • Hi,

    Nothing collides unless you explain to the game that you want it to collide.

    Maybe you have given them certain behavior or made events for them to collide.

    A simple solution is to disable their collisions then they will not collide with anything.

    Otherwise you don't have to have things solid to collide. You can easily have them not solid and just for the player or enemies create an event of collision with them.

    Basically you have some configuration logic error.

  • Hi,

    Your explanation was not clear. Could you please clarify what settings you have or explain your situation in more detail?

  • Hi,

    One idea is you could disable the collision box for a moment to allow your Sprite 2 to fall down.

  • hehe, you are welcome

  • Hi,

    Anything you see must be created.

    You would need to create a victory layout where you give stars depending on the performance, which could be a simple comparison of a GLOBAL variable such as if SCORE is X then give 1 star, etc.

    Regarding storage, you only need this if you want the game to remember the user information next time the user opens the game. The easiest would be to use Local Storage. But again you can easily have your victory / stars system without storage.

    If you want the session to remember the performance of each level you can simply to do with GLOBAL variables such as

    LEVEL_1_COMPLETED = 0

    LEVEL_2_COMPLETED = 0

    LEVEL_3_COMPLETED = 0

    ETC

    Good luck!

  • You are welcome

  • Hi,

    I am not sure if you are asking the right question but I will try to answer.

    1) Every letter is not patented. I can draw a triangle and so can other people, nobody can patent the ability to draw a triangle.

    Similarly, nobody can patent something like all games where you shoot from bottom belong to me - there is no such thing.

    Patents must be very precise.

    Consequently, you can do a lot of things which other games do. And as you might know it is very spread in the gaming world copying best practices from other games. The only thing you cannot or should not do is copy 100% exactly.

    2) Much more often the graphics, brands, names and design is patented and not the code or game logic behind. Like you cannot make Monopoly because they might have a problem with you, but you can make your own version which is slightly different and call it COW-WORLD.

    Finally, why I said you are asking the wrong question is: what you are asking is referred to cloning i believe. There is indeed a purpose or place for game clones. But long term wise, if you only clone stuff and never create something that is truly your creation / something unique, then your success may be very limited.

    Good luck

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  • Hi,

    Well autorunner is when you do not accept inputs from player and simulate pressing right via the system, so you can simply stop doing that for boss fights and allow player to make input.

  • Maybe don't use your graphics as main movement/control.

    Use an invisible sprite with clean collision setup (perfect box or circle) to make your movements and collisions and use a PIN behavior to stick your graphics on.

    Good luck!

  • Hi,

    Normally I did not have this problem, so maybe it's some issue with your configuration, but OK, I can offer you a solution for your situation.

    Create a GLOBAL variable SHOOT = 0

    Say:

    SYSTEM Every X seconds (e.g. every second)

    AND when SHOOT = 1

    ACTION = Enemy shoots

    So regulate their shooting by turning ON and OFF the SHOOT variable.

    Another TIP:

    A cool tip is to say every X seconds (e.g. 0.5)

    SYSTEM pick a random enemy instance

    SHOOT

    This creates a more realistic game rather than all shooting at same time.

    Good Luck!

  • You can also check the Physics Catapult example / template that comes with C2:

    http://prntscr.com/fm2pzb

  • You should apply Physics behavior to your player and the box to make it nice and realistic.

  • Hi, are you adding a 2nd condition during re-targeting where you require that the drone has >1000 cargo? Normally if you add this requirement then any ACTION that you specify will only happen to the specific drone who has met this requirement in that specific moment.

    Worst case give the drones another instance variable called I_AM_FULL = 0

    and then require drones to have I_AM_FULL = 1 during re-targeting

    You can make the I_AM_FULL = 0 become I_AM_FULL = 1 using a TRIGGER ONCE action when the drone has 1000+ cargo

    And remember to again set I_AM_FULL = 0 after re-targeting

  • In addition to Lancifer's very correct suggestion make sure that you correctly set your window / layout sizes, so that your global HUD layout will correctly appear during your game.

    Also remember that the HUD layout will OVERWRITE any layout with the same name, so make sure to use a unique name for it such as HUD and make sure you do not use that name in any other layout.