Hanakko's Forum Posts

  • 8 posts
  • THANK YOU! This really helped a lot and wow! Would've never figured out this algorithm... also just tested and I can change those globals to instaces, to reduce event cost :'D You've helped a bunch

  • After searching many forum posts and tutorials, I still haven't found a solution to my problem.

    After a fixed point (Ex.: Boss) spawns other objects that stop after a certain point, they should move around the boss endlessly, I tried using "PIN" (Rope Style) but they stop after a certain point. Here are some screenshots to clarify:

    First, the "Boss" (Red Object) spawns "Clones" (Opaque Red Objects) that move then, due to negative acceleration, stop.

    After that, they star moving around the boss counter-clockwise.

    Yet, they stop at the right of the Red Object and don't move anymore, I want them to continue moving continuously.

    This is the code, I tried using angles to move them around, but no dice for me.

    Can anyone shed some light on my problem?

  • Insanely hard if you ask me.You could lower the difficulty but that might ruin the game's concept.The 2D sprites look pretty good and the soundtrack is amazing.The only flaw that I noticed is that it is very irritating to navigate through the menu because of those two arrows.Other than that it is a perfectly good game....

    Thank you! Yes, due to event restrictions I couldn't do much besides put these arrows to go through the menus, however you can still use the arrow keys in the keyboard to go around it on PC. Obviously, I can only give credit to the genious ZUN and Tasofro for the soundtrack and sprites. I'll try my best in future projects to make less irritating menu buttons!

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  • This is the second game I've made, it's definetely better than my first, but there's a lot of room for improvements, I would love to see what can I fix and add to the game, so for that your input is necessary!

    Scirra Arcade Link:

    scirra.com/arcade/shooting-games/reisen-playtime-40467

    Tell me what you think about it ^^!

    Screenshots:

    Can you beat lunatic mode?

  • I don't understand why you had to add those conditions. I don't think they change anything, because at least one of them is always true, so there is no point in them.

    Like I said, the code you sent me didn't work 100% like I wanted, it showed some issues so I changed it up to that, which functioned exactly to what I was needing. And yes, these paramenters do matter because they only worked after I have putted them in the code.

  • dx and dy can be instance variables on the sprite, or global variables. I tested this code and it definitely works.

    This version of the code you showed me does have some issues with the sprite teleporting before moving, however after tweaking a bit overnight, I manage to make it work like a real mobile game.

    Regardless, thank you for showing me this option, otherwise I wouldn't be able to make this one!

  • Here is the easiest way:

    > On Touch start 
    	Set dx to (Touch.x-Sprite.x)
    	Set dy to (Touch.y-Sprite.y)
    
    Is in Touch
    	Sprite set position to (Touch.x-dx, Touch.y-dy)
    

    Is dx meant to be a global variable? If so, it doesn't quite work, the sprite just teleport to a place close to the touch, so it's very inpractical. However, the "Is in touch" part is very nice, it's the kind of touch-slide I want, but it's not practical with this teleportation bug.

  • Greetings, this has probably been asked a lot before, but I haven't find any satisfactory answer to my problem.

    Basically, I have the current code for Touch movement in my game:

    But when played on phone, the users fingers will cover up the character entirely, making it unpratical for proper enjoyment. I wish to make a more drag and drop like movement, where as the player drags across the screen, the sprite will immitate the same movement on it's own space, without necessarily following the touch position, like it is in the image.

  • 8 posts