eliasfrost's Forum Posts

  • It'll be a problem if the person is a man with higher pitch than normal or a woman with lower pitch than normal. Or people that refer to themselves as another gender and so on. I don't think it's a wise idea to assume the gender of the people that play your game, even if the assumption is made with a complex system that you've put a lot of time and energy on. Food for thought.

  • I don't thinking it's an issue of people not liking new ideas or trying to find them. It's a known fact that the app market have huge discovery issues. Most people have probably never seen or heard of the games that do try new stuff and experiment because they are simply too hard to find, most people will try new things if they are easy to find and free of risk. If I were to blame something it would be the system we have built but never maintain, not the people that buy games.

  • Wow I can't believe I missed that, thanks

  • Is there a way to load images from the harddrive during runtime? For example, allowing a player to load an image into the game? I've looked around and it doesn't seem like that's possible?

  • Thank you Savvy001, unfortunately I don't think I will have time to make a tutorial for any of the mechanics in the game. But in short it's basically boxes and trigger areas, nothing too special. To be honest it's probably the animation that does it all as mechanically it's just sliding boxes with images ontop.

    I have now implemented hacking into the game. There's no minigame or anything but rather a device you use to activate/deactive panels/controls etc. that is linked to a door, trap, robot or something. Your device have a number of charges and you use a charge by hacking a device but you can regain charges by un-hacking machines.

    I also updated and cleaned up the interface a bit.

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  • To use the platform behavior to make the enemy jump you need to check for reasons to make the enemy jump. In the simple example below the enmy object will move to the right always, and when the enmy object overlaps with the plr at offset the event tells the enmy object to jump.

    With this method there's really no need to use a boolean to check collision because there's no invisible arc to disable collision on.

  • Here's a simple example for repositioning an object:

    Now if you want to move the object smoothly back to it's position it's a bit more complicated than that because you need to make sure that gizo doesn't collide with anything on the way (you disable collision until gizo reaches oldX and oldY, I think that was what LittleStain was getting at in his post).

    EDIT: Oh and that gizo is moving under hut2 is a zorder issue, you may want to change the zorder of the objects if you want gizo to appear ontop of hut2. (right-click -> Z Order)

  • Maybe I haven't looked close enough (cause I can't find it) but I don't think 'add effect parameter' is a thing?

  • To make something go back to a previous position you need to store those coordinates somehow. Usually you give the object two variables for this (oldX, oldY), when you click the object you want to drag, you store the current position in oldX, oldY and when you drag gizo to hut2, you reset the object position by setting the current X,Y position to the oldX, oldY variables.

  • You can turn on snap to grid in the 'View' menu, where you can also define the size of the grid units.

  • You could use a boolean to tell whether the specific object should enable collision or not.

    is bCollision true -> object.setCollisionEnabled = true

    is bCollision false -> object.setCollisionEnabled = false

    Question: Why don't you use the regular platform behaviour to make the enemy jump? instead of using invisible platform sprites?

    Or did I read you question wrong? It was kinda hard to follow.

  • Hi! I want to make it so that when a certain condition is true the player will dissolve. My issue is that I can't find a way to Get the value of the effect parameter.

    What I want to do:

    every tick

    (

    set effect parameter(get effect paremeter += 1)

    )

    but I can't find a way to Get the effect parameter for the object? do I need to use another variable to store the desired dissolve parameter value in and use that instead? EDIT: I can and I did do that but it doesn't seem particularly elegant you know.

  • What you are looking for is stuff that has the CC0 license: https://creativecommons.org/publicdomain/zero/1.0/

  • There's a great deal over at HumbleBundle that contains lots of assets and game making tools (and sprite tools) for just $12: https://www.humblebundle.com/ (until 21 July)