GenkiGenga's Forum Posts

  • Urrgh, lost my post. :/

    Summed up : Rojo is awesome.

    1.) the number is the speed at which the balls move (X and Y movement), if you play around with the numbers you can slow them down or speed them up.

    2.) dt is a reliable way to time something so it will act the same across platforms. (If you add dt to a global variable every tick for instance - it will count up like a stop watch). Not sure what the exact dt to time ratio is though.

    3.) Its done in event 1. The X and Y speed are set to variables, and in the events below the balls are told to stick to the X and Y movements of the variables.

  • I cant wait to start using it as well. I like creating animations the old fashioned way but this is going to save us so much time.

  • No problem, just make sure that that paticular animation has an 'animation speed' of 0 (so when you set to a frame in that animation the rest dont play).

    Then when the bullet hits the character use 'set frame' to whichever you like.

    If you had another variable like "DamageTaken", you could set the frame to 0 +Player.DamageTaken

    (0 +the number of damage taken).

  • Pretty fun, I always liked the micro machine racing games. Nice graphics too.

  • Haha Touche! Cheers Kslr :)

  • Hey Linnea,

    Thats a fairly easy thing to do once you have your head around the basic concepts. Its like if you were explaining your idea to a friend, you need to tell the game all the same rules.

    When your spaceship hits a bullet you could have a simple event like : Spaceship On Collision with bullet -> Spaceship, destroy.    

    If you want your Spaceship to have to health - you need a way to track that health. Add an instance variable (to the player object) or a global variable to keep record.

    Now that same event above might look something more like :

    Spaceship On Collision with bullet -> Spaceship, subtract 1 from health.

    If you have created a game over sign and werent going to have health then maybe something like:

    Spaceship On Collision with bullet -> Spaceship, destroy.

                                             -> Create Game over Sprite at X,Y.

  • Lol its so random, I love it.

  • Hey MrBoolean,

    Unfortunately you do need a mac to make any iOS games with any software. I have read about workarounds... though the easiest solution is to borrow someone else's for the purpose of uploading your games (if you can!).

  • For a 5 day game that was awesome. Simple and fun.

    Keep up the good work guys.

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  • Hey Jordan,

    Here is a simple way to do it: If you give your player an instance variable called "Location", you could then update it as your player moves between layouts.

    So when you leave a layout, you could also set the variable to 1.3.1.1 for example. Now you can add an "On start of layout" event like :

    On Start of layout

    Player Location = 1.3.1.1        -> Set player position to desired X and Y.

  • Bad luck mate, you know what they say though.. When you fall off your Unicorn err horse.

    Its still a great game. Looking forward to your next project.

  • No worries!

    Cheers, <img src="smileys/smiley41.gif" border="0" align="middle" />

  • Hey Liberty,

    Yeah thats it, 1 game = 1 cap.x

    The cap.x (Or single file save) is good for small projects as it saves everything into one file for construct. For larger games you can store your project in a folder which should make saving the game a bit quicker.

  • Yeah I understand what you mean, you can create and pin the objects in the same event, but you still need to create all the parts you need.

    I haven't actually played around with ragdolls yet but having a behaviour attached to the object your creating doesn't affect the creation process in any way.

    Have fun mate, you can attack the problem from a million different angles, and remember, if it plays smooth don't get too caught up in trying to do everything in 1 event. ;)

  • Hey Kais, what you can do is use the "On Start of layout" condition to destroy any objects that you dont want on the screen (or in the background).

    Put all of the objects you want destroyed into a family and then use

    On start of layout -> family - destroy.

    If the objects are taking up too much space you can increase your margins to give you more working area and you can even select the objects from the project list on the right hand side (the projects and objects panel) instead of selecting the object on the layout.