Kyatric's Forum Posts

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    With a forum named "Your completed creations", was it really necessary to make a new topic ?

  • No minors allowed at that post, sorry.

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  • If you design a system that makes it so that the player loses because of the system, the player will hate your system as unfair and unbeatable. It will be considered a shitty/poorly/badly made game and won't gain success.

    On the opposite, if a system is so well made that any failure from the player is due to her own fault and she knows it, then it will strike the player as fair (Super Meat Boy, Dark Souls, ...).

    A game has to be challenging but offer a fair chance of being beaten, that's what will make it fun.

    If it's either not challenging enough, or not fair enough, the game is likely to be considered not fun enough by players to be played/appreciated.

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  • The idea there was to "refactor" a bit what you did.

    What you want is to have a single event that handles the fact that you are picking up an object from the family that contains all the object types.

    You then pick only the instance that has the highest priority (the instance variable you used).

    This is kind of an "input event". The player presses space, overlaps at least a "carryable" object and is not carrying an object at the time. So the intent is to carry the object.

    You send the UID (unique identifier) of the picked instance to the function, and the function deals with destroying/spawning the correct type of object.

    To do so, I added another family instance variable "type" that allows you to specify what object type is actually picked/passed to the function through the UID.

    Notice also that when you are picking an object, after you set the bear boolean "logcarry" or "basketcarry", you also do set "carry" to true, so that it will render the "input event" false and won't execute it again since the bear is carrying an object.

    That's about the "only" modification I made, just cleaning and grouping the events so that it makes hopefully sense.

    For UID you can read about it in the manual (search UID keyword) and check out the discussions noted down in the "How do I FAQ" in the section "Picking/selecting instance(s)" section.

  • See attached capx.

  • In your "Space is pressed" to pick up event add a condition "Family : pick top instance" or "Pick random instance" making sure you are checking if the player is overlapping or near the specific instances.

    At worst, post/attach your capx, it will make it easier to help you.

  • Delay the moment the turret becomes activated with the "System: wait action".

    Or you can add a condition to make sure that the "shooting click" does not happen when the click occurs over the "Next wave" button. (Condition Mouse is over object / Inverted)

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  • You actually could get rid of the "For each stone" and just go with "Set Isolation = Stone.PickedCount"

    This will return the actual number of instances which are overlapped by the pinned object.

    Btw, if you have a license you can use the container to get rid of the condition "Fire pick nearest pinned object" and directly referenced the "radius" object you use for detection.

  • So as I was saying, you first need to set the animation speed to 0 for all your images "MeanKinght", "ReflectKnight", "CrossbowKnight", "BabyDragon", "Princess" and "Prince" as well as "Arrow".

    Go into the image editor, click the "Default" name of each animation and modify the "Speed" property.

    Sounds like you already made the rest.

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  • I don't know where that "preloader.png" file is coming from.

    Normally, when you export as "HTML5 website" all the images of your project are exported within the folder you indicated, except "loading-logo.png" and "icon-x.png" which are expected to be at the root with the JS file, since they are "favicons" and "utilities" images.

    I don't know about a "preloader.png". And there's definitely no trace of such a texture in the capx you posted on top of this topic.

    But as you've seen yourself, the 404 error, the "bad serving of resources" is causing part of the issue, and you can fix it by either making sure of your server or modifying the exported js file or just putting the files at root, where they are expected to be.