dooley's Forum Posts

  • I noticed that alot of website/portals have size limits to the games you can upload. Our own arcade has a 10mb limit as well. When making a game, If I have 10 enemies, that I use over the course of the game...

    Is it better to:

    1.) Have 10 sprites, one for each enemy and it's animations?

    2.) Have one sprite with 10 animations, one for each enemy?

    Thanks in advance

  • Thanks Guys. I do understand the process better now. All I had to do though was move each individual calculation under it's proper "difficulty" group and it worked out great.

    But i truly did not fully understand how it worked till you guys explained it.

    Thanks again!

  • Well, it works great otherwise. The only problem is with the Initial launch of the game. If you've never played before, then you have no stats to compare.

    It's on the Stats screen where this is happening, I just want it to read "0" till they play the game at least once.

    I may just Set Text to "0" until it's > than 0, idk. i'll play with it abit more.

    Thanks for the thoughts!

  • I have a 2 Globals that I divide into each other to give me a "Ratio(Hit vs Shot Fired)" if you will.

    When there has been NO activity, the Text box for the Ratio shows up as "NaN".

    How do I make this show "0" until I have a positive figure for it?

    I've tried Compare variable if less/equal to 0 then set text to 0, but that still results in "NaN"

    Thanks in advance for any help on this.

  • In my game "Wizard Blast", on the Arcade, the music loops fine, perfectly actually. But in this new game i'm working on for the New Grounds contest, it does not loop well at all. There is a horrible pause where the song should start looping.

    I've checked the site and I didn't see anywhere that stated a file size or track length, if that's the case please let me know.

    It's nothing fancy, in the Menu Layout: "On start of layout: Preload "Song"

    in the Main Layout: "On start of layout: Play "Song"(set looping to "loop" in the dialog box on creation of the event)

    Wizard Blast was made with the Free Version, This new game is made with Personal Version....

    *Scratches Head*

    Please help, thanks.

    OH, Both tracks were made with the same program.

    here is an example, track is seconds long..

    dl.dropboxusercontent.com/u/68726261/New%20project/index.html

  • lol yeah, i just found it as you posted. Thanks though!

  • Hey, thanks for the reply.

    I tried to open your link, but C2 is telling me that it was made with version 125, and mine is 119.

    I'm looking on the site, but i'm not finding 125...?

    Thanks for the logic though, I'll try it out.

  • I'm working on a top down game, i have items to be picked up that are spawned randomly around the layout. The problem i keep running into is that they sometimes spawn "on top of" each other. This causes problems:

    1: looks tacky(bad)

    2: bigger objects cover up smaller ones.

    Is there a way to spawn multiple objects "at random" while avoiding Overlap?

    Thanks in advance.

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  • Awesome! Thanks a ton you guys, that really helped with the movement.

  • I have an enemy that chases my Player by setting it's angle towards the player, as in the Ghost Shooter game. It's a top-down view, so when the enemy turns it looks very...... "clunky". Is there a way to "smooth" the rotation of the enemy sprite? I'm using "Set angle towards" (Player.X, Player.Y)

    Thanks in advance.

  • Ok. That's pretty much where I was at with it. Thanks for the input guys!

  • Take the game "Ghost Shooter" as an example. That games aims using the mouse. Alot of people play flash/html5 games on their laptops these days, and usually just have that annoying touch pad. Any ideas how to make a game like Ghost Shooter more appealing to touch pad users?

    EDIT: Well I did consider Spacebar or Shift key to shoot/attack as possible options.

  • Erndog2k, that was another awesome suggestion, but not quite what i'm trying to do. It needs to seen as "in motion" on the way to the target. These lasers all seem to be instant, there is no "growth" "shrinkage" in the process. As best I can tell i'm gonna have to tweek the Hookshot example using a tiledbackground as the rope. Thanks for the thought though, it is a great example.

  • That's a great idea KiyowaraKush, but I'm having trouble getting the "Stretch" to happen. when i get it to work, all i get is one long "rope" instantly, there is not "stretching" that takes place.

    I guess i'm missing how to change the length(width) of the rope over a short period of time. i've even tried System every X seconds, System every tick to change the width, but it does not keep changing it. idk, but thanks for the insight KK, i'll keep hacking at it.

  • Ok, i've read Miu3's post on "Hookshot" and that is what i'm trying to recreate, but I want to do it "On Click" instead of "On button down".

    So far all i get is my "rope" object just fires off with the hook and does not stretch. If i follow Miu3's design it works great. Is Miu3's way the only way to do that, or is it possible to make it stretch On Click instead?

    Thanks in advance guys.