GeometriX's Forum Posts

  • Just a quick suggestion: include a hotkey that, while held down, grid snap-to is temporarily deactivated.

    This would greatly speed up level design that uses the grid predominately, but when I need to make precision changes for moving and resizing certain objects, having to check and uncheck snap to grid is a bit of a chore.

    Or if that seems silly, just a keyboard shortcut would be okay.

  • 29041982, I don't see why saved games wouldn't work. I haven't tried the save function itself, but I have used WebStorage many times, and it works perfectly on CocoonJS.

  • This game looks great, man. I don't buy without a demo or an onslaught of great reviews, so if you're not keen to make a demo, make sure you get your game out there and into the hands of reviewers! Yes, you might have to give it to reviewers, but if you stand by your project, it'll be worth it.

    Also, I'd loooove to see a post-mortem on this game. Just watching the video, there are a lot of things I'd be super interested to know how you did in Construct. If you've got the time, I'm sure a lot of people here would appreciate it.

  • Custom is used to add custom objects (i.e.: not just solids) as line-of-sight blockers, which you can do with the new behaviour's actions in the event sheet.

  • Works perfectly for me. Solid 60fps.

  • Easiest way would be with the Pick nearest condition. Pick the enemy nearest to Player.X, Player.Y.

    That will choose the actual instance of the enemy to destroy. If you want to additionally only choose enemies within x pixels, create another condition in the same event to Compare two values, first value being Distance(Player.X,Player.Y,Enemy.X,Enemy.Y) and the second being your desired distance, e.g.: 10.

  • Sorry, you can't.

    Your options are to either test your variable as the condition for a bunch of spawn events with their own sprites; or work backwards and create all the objects, deleting those which you don't need.

    I know the latter might seem daft, but I've found myself needing to do just that recently.

  • In Mario, when you want to run fast he always fires off a single fireball first. So it's two different events: while button is down, increase running speed; and when button is pressed, fire off the bullets. You could use a repeat or a few wait commands to shoot multiple bullets.

  • Sweet, my pleasure. Good luck with your game.

  • Yeah, I've been trying myself to get particle effects to do something great but it's just not happening. I think it is possible, but it needs quite some playing around with to get even half as decent as the quickie method I posted previously.

    My pleasure. Enjoy!

  • Sorry, I was messing about and forgot that I was still working on that same file. Download it again and you'll see what I had in mind.

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  • Particle effects could give you a great result, but you'll struggle to get the right sort of cloud-like clumpiness (obviously depending on the sorts of clouds you want) without a fair bit of messing about. Not that it can't be done, just that it's a bit of a faff.

    I'd say the easiest way is with the bullet behaviour. Throw a bunch of cloud images into a single bullet object and spawn the object off-screen. Set the animation speed to zero. On creation, set the animation frame, speed and height to random for a bit of variety.

    Example capx (r133).

  • I removed the group disabling/enabling stuff. It's much quicker to just test the isFlying condition on touch.

    Updated capx (r133). I've made a few changes but have commented wherever I've done so.

  • Nope, it applies to all number variables.

    My pleasure :)

  • I'd say it's as simple as creating a local boolean variable, something like isFlying; set isFlying to true when you launch the clown, and only run the clown launching event if isFlying = false.

    Or just do what you thought of doing: use groups. Just disable the cannon launching one as soon as the clown is in the air.