Jikaz's Forum Posts

  • Interesting! Thank you so much for taking the time to reply.

    Indeed moving the sprite pixel by pixel until it's not overlapping is kind of hard to fine tune and avoid jittering.. But it's better than what I had.

    The link you also provide is also perfectly work, it's impressive and perfect for what I'm doing!

    Thanks again for sharing it!

  • Hello,

    Sorry if this question has already been answered, I've looked around without finding anything helpful. But I'm not sure I'm using the correct vocabulary..

    I'm using the awesome MoveTo behavior made by rexrainbow to control my character from a top point of view.

    I'm clicking/touching the screen to make my character move in a direction (using the Touchwrap plugin)

    However, if there is an obstacle, the character will very abruptly stop. Even if it's just at a corner or if the angle of movement is very small.

    Is there a clean and efficient way to smooth the collisions and make my character move or slide against the obstacle when moving at an angle?

    I've tried 2 things, unsuccessfully:

    -First I thought I had to know what was the position of the obstacle compared to the character. I've created some kind of sprite on each sides to detect overlap and know what where was the wall.

    Then knowing that I use the direction angle to move the position of the characters on X or Y.

    However. It works if I'm checking only one dimension but if there is 2 at the same time, it doesn't really behave smoothly and even jump sometimes(if the characters is in a corner for example)

    The think the solution will tend toward this idea but I was wondering if anyone have a clear example of how to achieve that idea.

    -The other idea is a bit clunky. If there is contact with obstacle, I use a pathfinding behavior to go around. It works but it's a bit slow and not really what I had in mind..

    If anyone as a suggestion, please let me know!

    Thank you.

  • NEW UPDATE! 26/02/2017

    Change Log :

    • New difficulty. It's a progressive difficulty that increase every 50m to introduce new obstacles
    • New obstacles : Bouncing cabbage, flying bird, and sewer drain that emits steam and push you up.
    • If you tap/click when you are already in the air, the corgi will fall faster. We hope this will give more control to the player.
    • New bonus boost effect with a fade out. Now the boost will slow down before it ends.
    • Airport background.
    • Setting window.
    • Ready Go sprite at the beginning of a run.

    Some feedback that the game was either too easy or too hard. To adapt to the public, we decided to start off easy and increase the difficulty for every 50m (until 350m at the moment). The difficulty curve is very rough and will be improved in the future.

    We are also introducing new kind of obstacles that will force the player to stay on the ground such as flying bird and bouncing cabbage. We had to add a new gameplay feature to go along with them which is the "quick drop". If you tap/click while the Corgi is in mid-air, it will fall faster to dodge the obstacles.

    Lastly, we reworked the Flying Boost. There's a new effect on the Corgi and the background. We are still not sure about it so let us know your opinions!

    We hope you will enjoy the game and do not hesitate to share your thoughts with us!

    Click here to try our game!

    risto

    Thank you for your comment!

    We tried to find a good in-between for the Bonus. In this new version, there will be a slow down to signal the end of the power-up as you suggested. It will not signal too early to keep the idea of unpredictability.

    Let us know your thoughts about this new version! We will probably add other types of bonus in future.

  • Thank you Risto

    About the bonus, yeah I guess it's a good idea .

    We're thinking about slowing down at the end of the bonus but we don't want to make it too easy. We like this idea of taking a bonus but with the risk of crashing into something at the end. A bit like in Mario Kart Double Dash when you use the chomp chomp and it releases you in a curve and end up in the grass.

    We hope to make a looot of backgrounds and contents once we have a solid gameplay

  • Hi! It's a good start!

    My first though was that the jump feels heavy and I don't think the double jump is a good thing, it makes the game too simple. Or maybe it can be a bonus to collect ?

    I'm doing this in my game and I think it helps a lot :

    https://www.scirra.com/tutorials/1048/p ... k-duration

    Are you gonna do something with the apple as well? I though they were obstacle or object to collect.

    Also I'm not sure about the utility of the speed boost button. I don't see a reason to use it yet. Or maybe I didn't go far enough ?(thinking about the holes)

    Good luck! I'm waiting for the next update!

  • > That's a pretty good method , i like it. I guess average time based ads would be better. Which means i'll need to finish the game fully and insert ads after i figure out the time it would take to finish levels etc especially with skill progression causing a player to see less ads seems a great idea.

    > Thanks for the reply

    >

    Yes it is. In fact if your game is a top down shooter, say like Hotline Miami where the player WILL lose lives it'd be a bad idea to make it a life counter since it has a 1 hit death mechanism. That's what takes a 5 star game into a 1 star game.

    On the other hand, if it's level-based the player will be able to complete levels faster thus will feel more invaded by ads as he gets better. So sometimes it's better to create a "The better the player = The less ads" system

    or just go with a time counter instead like display ads every 20 minutes.

    It's good to get feedback from newbies of your game [casuals and first time players preferably. not skilled players] before you can decide.

    Man, that's really well thought out. Thanks for your tips!

  • So many great projects here! It's very inspiring

    Here is a first look of the first game that I'm working on with my girlfriend

    (yeah, there is a white pixel on the hat on one of the frame hahaha, just another thing to correct added to the long existing list of things to do )

    Nothing ambitious, very simple at the moment.

    Keep in mind that everything is in progress but we would love to hear your feedbacks and thoughts about it, good or bad!

    You can have more information there :

    https://www.scirra.com/forum/dokidoggy-endless-running-corgi_t187889

  • DOKIDOGGY

    Prance around the world with a kawaii Corgi who makes your heart go doki doki.

    Genre: 2D Endless Runner, Pixel, Cute

    Target Audience: People of all ages, Dog lovers

    Platform: Mobile

    Hello! This is our first time creating a mobile game. We decided to put together a couple of things that we love personally and see what we could make out of it. Our goal is to create a game that is simple and absolutely adorable.

    It’s a work in progress and some of the graphics/special effects are placeholders for now. We would appreciate your feedback on how we could improve the gameplay and add more cuteness to it.

    [ABOUT]

    • Dress up your corgi to travel to different cities around the world.
    • Rack up your score by jumping over the obstacles (cone, thrash can, cabbage).
    • Collect coins to unlock new outfits/destinations.
    • Grab the foods for either a special boost or coin multiplier.

    [INTUITIVE CONTROL]

    • Tap/click to jump.

    [SCREENSHOTS]

    Outfit selection window. Buttons to be updated.

    Yamanashi - Samurai outfit and Mt Fuji backdrop.

    New York - Hotdog outfit and NYC backdrop.

    London - Gentleman outfit and backdrop.

    [NOTE FOR DEMO VERSION]

    • The Cheese is a placeholder for the flying boost. We will change the graphics and effects soon!
    • There will be different foods for different cities.
    • No coin multiplier yet.
    • Prices of outfits are lowered for playtesting.
    • Tap on FREE COINS for 250 coins.
    • Only PLAY and HOME buttons are working.
    • Will be updating constantly (eg. reworks, UI, more destinations!)

    [OTHER IDEAS]

    1. Daily missions that give extra coins.

    2. Share/review/watch ad for extra coins.

    3. Small animations in the backgrounds. (eg. birds flying, planes, hot air balloon)

    4. Death sprite animation.

    5. Outfit preview before purchasing.

    6. Extra function: Able to take selfie with Corgi overlays/stickers (hahahaha)

    Click here to try our game!

    We hope you find joy in this little Corgi dressing up and jumping through the cities. Please let us know your thoughts and suggestions!

  • Thank you so much Rex! This works perfectly !

    I 'm already using some of your plugins, they are very great ! I didn't know this one.

  • Thank you for your answers

    Yeah probably it's a limit of this technology...

    : I don't understand exactly what you mean by "deselect pause when outside layout option in the c2 settings"

    I find nothing about that in the settings. Only the Pause on Unfocus.

  • I tried this but this option it's only working in Preview mode, and it's about when you click outside of your web browser, not about the tabs... :/

  • Hello!

    I've read a lot of topics about the fact that the game pause when the tab is not active. I understand completely the purpose of this but I think it might be good to have the choice to activate this function or not..

    Because in my case, I have got a castle defense type game, where the player can build things to protect his castle from enemy waves. But it's like a long/idle kind game. So if the player open the game in a tab, he might wants to switch to other tab while the game is running. I'm using the timeAway plugin already to control the countdowns of the buildings when the game is off.

    But what about the enemy kills and movements? If the player leaves and comes back to the tab in few seconds, he can easily notice that the game didn't move during this time... And trying to calculate what happened can be very very painful..

    Anyway. Can we have, at least, the option to pause the game or not when the tab is not active?

    Thank you

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  • Hello !

    I searched for information about this type of things but I found nothing, excuse me if I missed something

    I've got a family called Monster with some instance variables for them like : hp, lvl, damage, speed etc.

    As I have a lot of different monsters and different variables, I want to manage their attributes with an array (using the plugin from rex, csv2array) and I'm trying to avoid a lot of events so I'm wondering if there is any simple solution using the family, but I don' know how to do this properly.

    So, I'm using a loop in the array, only on the column (X=0) because in this column I store the ID of the monster.

    And I compare every value of this column. And I'm trying to apply modifications of the monster of this row using the array.

    For example, If array.At(0;0) value = 1, it means that on this row, I have the data for the monster 1. So I can do Monster1.HP = array.At(1;0), Monster1.damage = array.At(2;0) etc. etc.

    But as I have a lot of monster and a lot of variables to change, how can I use families to simplify the process? Maybe it's something about picking but I'm a bit confuse about this. I've read some tutorials about this but I'm still struggling with this.

    I expect to have maybe something like this :

    Loop in the array

    -if curX=0

    --if value = 0

    ---function SetAttributes ( param Monster1,param curY)

    --if value = 1

    ---function SetAttributes ( param Monster2,param curY)

    --if value = 2

    ---function SetAttributes ( param Monster3,param curY)

    and of course with the function :

    OnCall (SetAttributes)

    -ID = function.param(0)

    -Row = function.param(1)

    -pick in familyMonster, function.param(0)

    --familyMonster.HP = array.At(1,Row)

    --familyMonster.damage = array.At(2,Row)

    --etc.

    But I'm not sure how to manage calling function with the right monster, and the picking in the function...

    I hope it's clear and somebody can give me a clue

    Thank you !

  • Thank you for the answer,

    I'm using this to build a dynamic item list. Each item has his own number, name, price, stats etc.

    And I want to have a function to be able to add these items in the list, anywhere in the game.

    But, yes, as you say Newt, there is probably another better solution. I think about this more.

    Thank you !

  • Problem Description

    The window of the call function is not resizable. I can't add more than 16 parameters because the "add parameter" is hidden if they are too many. Is it possible to make the window's size resizable?

    Maybe it's because of my resolution, I have a little screen.

    Construct 2 Version ID

    I'm using the latest version.

    Thanks