GeometriX's Forum Posts

  • Just gave it a bit of a play. Some thoughts, hope you find them useful:

    • I really like the playful music and "plot" - it's cute. Takes me right back to some old Commodore and Amiga games from back in the day. Thanks for that.
    • The integration of tutorial into the levels themselves is slick. Nice idea.
    • The movement of Jasper feels a little twitchy, like micro-shakes. I don't quite know how else to explain it.
    • There are some pickups that require that I jump to get them, even though they're overlapping with Jasper's sprite. Should just be the collision polygons need adjusting.
    • I get that you want to incorporate classic platforming elements like horizontal moving platforms and raising spikes, but the beginning of the game starts off really well in making the building that you're climbing believable, then suddenly I'm faced with spikes and moving platforms? I'd suggest that you try to find a way to incorporate these elements better with more fitting visuals. For inspiration, look at the 1983 game Alley Cat.
    • The food pickups feel too frequent, and I don't really get the feeling that I'm being rewarded. I'd suggest that you reduce their number but increase their impact. Look games like Zool, Cool Spot and Commander Keen for an idea.
    • Spiders shoot projectiles? I hope that doesn't actually happen where you live :P

    All-in-all, I really like it. There's obviously polish still to do but you've got a nice premise for some good, clean, old-school platforming fun.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I actually planned on tackling this very issue in my own project later on, so I've already had a few thoughts on getting it done.

    It requires a bit of work, but you can put together a fairly convincing IK setup by chaining together physics-based revolute joints. Obviously your tentacle graphics will need to be well-suited for this purpose.

    Drag the blue block: tentacle attack

  • I'd love to see your first point addressed. Actually, I'd love to have more ways to manage layouts and events, as getting to just 20 combined makes organising them a bit of a pain - one which has to be done every time I open the application.

    A couple of things which I think would help: remembering which tabs were opened and in what positions, and enabling multiple lines for the tabs so I can organise event sheets and layouts on separate lines.

  • If you've added them once, they're already in your project. Look for them in your object list.

  • Aha. Thanks for clearing that up :)

  • You can do it very easily by using a couple of built-in functions. You'll want to determine its current speed and angle the moment it's dropped. Create an object with the drag and drop and physics behaviours.

    Every tick, you'll record the object's X and Y - this becomes the previous X and Y.

    To determine speed, use the formula of speed = distance / time. Distance is that between the old X/Y and current X/Y. Time is delta time. Distance(previousX, previousY, currentX, currentY)/1*dt.

    To determine the angle you use a similar principle, but using the built-in angle function: Angle(previousX, previousY, currentX, currentY).

    Apply the results to a physics impulse at that speed and angle and you've got yourself a solution.

    Example capx [R117]: here.

    Welcome to the forums!

  • Hi ASHLEY. I just found this thread because I've been trying to get fonts to work in CocoonJS on Android. I export to CocoonJS and the font (which I've imported under files) simply goes into the root of the zip. It doesn't place the font into a folder.

    If I manually create a font folder in the zip and place the font into that folder, the font works on my game. Otherwise, it doesn't show up at all.

    Is this a bug, or a limitation of C2, the export process, or CocoonJS?

  • I've learnt more from the solved threads than anything else on this site (manual and tutorials included), so I'd strongly disagree that they should be removed. Going into a thread and finding that it's solved usually prompts me to see how it was solved, and add that little nugget of information to my own repertoire.

    Moving them to a sub-forum would mean that they'd be neglected, relegated purely to searches. I enjoy reading through all threads in this section and if they're put off to the side then it'll just make it more of an effort to browse through them.

    A "solved" tag, on the other hand, wouldn't be remiss.

    Actually, giving it some thought I'd really appreciate a tag feature around here, and I think it'd be especially helpful for the newcomers. Tags like beginner, intermediate, advanced, physics, behaviour, UI and so on would be very useful to organise content at a glance, and could make searching a whole lot more powerful, too.

  • It's probably a single pixel lining the edge of the image itself.

  • WebStorage might seem a little weird but it's actually quite simple. You should really just post your capx (create a separate one for testing this function if you're worried about people nabbing your files) without requiring someone nominate themselves as your helper.

    The issue here is that you say you've done the tutorials but still don't understand it? How far have you managed to get; where are you getting stuck? It's difficult to offer the right help if your request is too broad.

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Necro-ing this again because, unless I've missed it entirely all this time, it was snuck in during a recent update.

    Under object properties there's now a property called initial frame :)

    Either way, this is brilliant - it might seem like a small thing but it'll make a big difference in this particular project. Thanks!

  • I love to keep things organised, and with my current project closing in on 400 events (at this rate it'll push 1000 when completed), I have to.

    For starters, I've put global variables into their own event sheet. I've also put all reusable game logic into its own sheet called Main Mechanisms. Then, every level/screen/etc has its own sheet, which is a very trim, very neat little thing that I can use to change level parameters quickly.

    I use groups extensively - probably have about 40 at the moment. And sub-groups too. Basically, whenever an event looks like it's going to be larger than the height of my screen, I put it in a group, together with anything that would logically go with it. All my initialisation stuff is in its own place, so are my settings for mobile, my controls, AI, world events, etc.

    Getting organised early and staying that way is good practice.