grimwolf's Forum Posts

  • I figured out the issue; you have to activate "Fullscreen in browser" under the project settings.

  • I tried exporting to desktop with the node-webkit, but it was just a kinda sloppy and unprofessional looking window.

    Is there any way to export a desktop game as a fullscreen program, without any window borders?

  • Yeah, I think the issue is that the effect is covering such a massive area. I guess I'll have to get rid of it.

    If you wouldn't mind checking it out again, I'm going to work on removing that effect. I should have it up in like half an hour.

    -Edit-

    It's up.

  • It may be, though I don't know why. It's just a single warp effect attached to the tiled background.

    I did notice this though when I tried it on my tablet. Using the Chrome browser all Effects would refuse to render but it would run fine, and in the Firefox browser everything would look as it should but it would run like crap.

    What are you trying to run the game on? I assumed it was just my tablet being garbage but I may need to remove that effect.

  • I have been considering how I could go about giving a better view of where the zombies are. One option I considered was having some camera buttons. One would center the camera back on the ballista, and the other(s) would either cycle between showing each zombie or allow you to move the camera freely.

    I need to be careful about limiting it though, because a large aspect of the game is memory.

    The layout is heavily randomized to prevent people from just memorizing where everything is over time and what settings you need to use to hit each one.

    Theoretically, in no two games should everything be in the same position.

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  • I created my first game through Construct 2, and I've released it to my own personal website.

    grimwolfgames.com/games/ballista-vs-zombie

    I actually released it a couple weeks ago and have released one more since, but I just recently updated it and made it far better. I wasn't particularly proud of it before.

    I'd really appreciate any opinions on the game, and suggestions to improve it.

  • I'm hoping I missed something. After installing the new r119, I attempted to export one of my games as a node-webkit desktop game.

    When I opened it, the layout was significantly larger than it should be and didn't scale with the size of the window. Even in full-screen mode it was zoomed in too far to even see the UI.

    I would estimate the layout to have been roughly twice as big as it should be.

  • You could set an invisible Sprite at the start of the incline, and when the boulder "collides" with it, change the angle of movement on the boulder to that of the incline.

  • Under System, there's an X Seconds Passed condition you can use to see when 0.5 seconds have passed.

    I don't know of an action to disable a control, but you could set a variable to return a certain value when that half second is still ongoing, and not allow activation of the event utilizing that control during that time.

  • Without knowing more, my guess would be a collision issue.

    Try disabling collision on the object you're attaching to the player.

    If you have physics enabled on the player and object it may be weighing the player down, so you could try setting the density on the object to 0.

  • I'm working on a game that has the player race to a goal while dodging obstacles, and after reaching the goal successfully an amount is added to the total score based on how long it took, and the level is started over. You keep doing this until you eventually hit an obstacle and crash.

    I'm having a problem though storing the score between these restarts triggered after hitting the goal.

    When the layout is restarted, so are all the variables.

    It might also be nice to use a variable to limit the number of restarts.

    Does anyone know what needs to be done to store the variable between restarts?

    -Edit-

    It seems I was completely mistaken about the cause of the issue.

    Global variables seem to be stored between restarts, but trying to set text in the same event as a restart does not work for some reason.

    All I had to do was change the text set action to occur on layout start rather than just before it gets restarted.

  • Ah, see I have all the enemies pre-placed, not spawned. I assume then that I don't really need a container.

    I figured it out, though.

    I just used the Event System > For Each > Body, then the Action Pin Head to Body.

    I wish I knew exactly how it was able to determine which head to pin to the body, but none the less it works.

    Edit: It seems I do need the container. That seems to have been what was doing it; it preferred the head inside it's container when attempting to pin one on.

    Thank you for the help, both of you.

  • I can't open it, you're running the beta release and I'm still on the stable one <img src="smileys/smiley36.gif" border="0" align="middle" />

  • There's a step missing in here. Not only is the head not following with the body, but it's automatically generating at the body's origin. Without the head following it, the same problem is still there.

  • This should be an incredibly simple problem, but I just can't find the solution.

    I have multiple enemies, different instances of the same object, split between a head and a body so the head can be destroyed by headshots.

    I can't properly attach each instance's head to the body.

    My various attempts have either failed completely or just attached every head to the same body.