GenkiGenga's Forum Posts

  • Hey Whaleboy,

    There is a lot of different ways you could get your project working. It's a shame you cant link a capx (Dropbox is a good thing for this, but Im not sure if they allow new users to host anymore).

    Anyway, it all works until they go to throw a ninja star (So you have narrowed it down to event 12). In certain games you might actually want all the baddies to shoot when one spots the hero, you just need to be more specific with your conditions so that only 1 baddy is picked.

    At the moment event 12 reads as:

    When a raycast hits the ninja -> Baddy object throw ninja star.

    What is the link between the individual raycasts and the baddies? How do we know that this raycast is thrown by that baddy? We dont, and this is the problem. Remember unless your specifically targeting 1 'instance' of an object you will target all of them.

    At this point again there is no wrong answer to how you will do this, just choices. If you only have four ways of movement - what I would do is attach some bar objects to the baddies that signify there range (its the the same concept as the invisible camera object - if your not familiar, the only difference is that we want the bars to all start from the base of the baddy).

    This way when the hero overlaps one of these range objects you can easily target the right baddy to throw the ninja star. Below is meant to be a single event with two conditions in it.

    Eg.) Ninja is overlapping Enemy range

         Baddy is overlapping Enemy range -> throw as in other event

    You could have any number of baddies this way (with 4 times as many instances of the 'Enemy range' tiled-background object). The above event will only throw a ninja star when both the Baddy and Ninja is overlapping the same Enemy range object.

    Wow massive rant - I hope others can learn from this as well! :)

  • There are many different things you could do. The most simple of which would be to target the shields individually instead of grouping them together.

    Then you could have events for each shield.

    Every tick

    EnergyBank > 0

          Shield1Energy < (fullamount)    ->Subtract 1 from EnergyBank

                                          ->Add 1 to shield1Energy

          Shield2Energy < (fullamount)    ->Subtract 1 from EnergyBank

                                          ->Add 1 to shield2Energy

    If you wanted to reuse your 1 shield object then you just have to select the individual instances of these objects to check for instead of Shield1, ..2 etc.

    I hope that gives you some food for thought.

    Edit: if your not looking for the easiest solution and want the shortest way of coding it instead, then play around with adding 'For each object' system command to what you currently have.

  • Hey Sakura,

    There is a free download and trial :) why not try before you buy.

    You can basically do anything you want in 2d. For sonic like movement there is a couple of posts in the forum that you might want to seach for.

    It really depends on your experience how easy it will be to implement though. If its your first game you might wanna try something a little simpler.

  • Hey aldo,

    When you have an object in your layout, you can create variables for these objects to store information for us that we can alter when we need to.

    Say you had your pieces on the virtual board. When they overlap, you could destroy one and add a counter to the other to signify it has more than 1 piece on that square.

    You could then have an event that says whenever that variable is greater than 1 to display the number (for the number you could use the text object - or just import some number images to use).

    Hope that helps.

  • This game needs more attention, Im thinking maybe even a little ol unofficial forum competition to see who can master it first. Bragging rights or maybe even a bunch of us could pitch in for a copy of c2.

    I'll throw in a little if others did Just to see it. Anyone game?

    Who knows, I might just win it back! lol.

  • Ahh I remember that one harrio, the name eludes me as well but that was a good game.

    I would love for Froghead to be part of your video if you feel it worthy AnD4D (Thanks for the mention teahousemoon).

    Have you made much progress on C2 revolution btw tea? The gameplay is impressive (keys feel spot on). If you are doing snippets AnD4D it might be good to include this as well to show the range of games you can produce with c2.

  • This could be exactly what Scirra needs, I will upvote/good review it later on for sure. Great news.

  • , yeah I think your right about that (not that my game doesnt have faults). I should incorporate a chrome message into my future games.

    teahousemoon, thank you very much. I think I just need to leave it and focus on the next project or risk becoming bitter lol. :)

  • You can put your html5 games on Kong (you have been able to for quite a while) you still need to host them yourself though.

    I spoke to Tom Fulp and got Froghead on NewGrounds as well. He is a really nice guy it must be said.

    (Im starting to think I have enemies though... It has already recieved some really harsh reviews in my opinion). :/

    Not the best way to start your day.

  • Well done mate.

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  • Great news Squid, grats and upvoting.

  • Hey EyeHawk,

    Once you get passed stage 2 the game is a lot of fun. It was cool moving and shooting on the run. The sounds and graphics are good as well. Good job.

    Constructive feedback : It would be nice to have a minimap show you where the enemies are (or) be able to zoom out as to see the whole map. Also if you hit some rocks your movement speed becomes a little too slow for my liking (which is fine as long as you dont have a long ways to move).

    Keep up the good work.

  • Great idea Brian,

    I havent seen anything like that before, Im impressed. My niece would absolutely love that.

  • Hey Spartyon,

    Its easily do-able after you have the basic concepts of C2 down.

    Check the "how do I" section of this forum, its a gold mine. You will find your answers there (to this question and most others that will pop up).

  • Hey hp,

    Once a sound is stopped you can forget about it.

    When you want to play the sound again just call on it using the regular "play sound" action. The play by name is fine too but you have to manually enter the details.