LaDestitute's Forum Posts

  • Solved the combat issues just now!

  • Can we see a capx, please?

  • For the first, also try adding a "For Each" loop.

  • Thanks for the kind words everyone. Only thing bugging me is that I haven't been able to get arpg combat down exactly.

  • You can export sprites in batches "Select files..." or from spritesheets, where you set the number of vertical and horizontal columns in a sprite sheet, but from spritesheets can be finicky with having some sprites overlap in a frame.

  • New build, a whole lot of new major features, including lifting/throwing pots, sliding along diagonal slopes, properly passing over/under bridges, dropping from ledges, and improved combat.

  • New build, a whole lot of new major features, including lifting/throwing pots, sliding along diagonal slopes, properly passing over/under bridges, dropping from ledges, and improved combat.

  • This involves using the timer behavior. Before you do any of the following, be sure to set a tag for the timer (i.e "stopwatch") when you use an event to set it, such as on button or key press.

    Next, create a text object and every tick, set it to:

    <objectname>.Timer.CurrentTime("stopwatch")

  • Sorry for replying late. I'm afraid to say these methods didn't really work :/

    The tutorial example doesn't work, because I don't want the player to be displayed at all when passing behind objects.

    The method by Destitute doesn't work, because the actions, once again apply for all instances of an objects and this creates glitches, when the player passes around multiple layers of objects. For example: if the player is slightly behind one object, but also slightly in front of another object, the player object will be displayed behind both objects.

    Does anyone have any other solutions?

    Thanks.

    I forgot to note, but my method doesn't work for you because all objects need to be on one same layer with the screenshot I posted, including the player.

    I used to have multiple layers (one for the player/enemies), objects above Link (such as the bridge overpasses inside of Hyrule Castle), below Link (switches) but I switched to one layer and started using family y ordering since in my opinion, having too many layers can cause unexpected (nature of bugs, half of the time, you don't expect them...) emergent problems later on and having most if not all objects on one layer makes them easier to debug, as long as the y ordering is initially done correctly.

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  • I'm not trolling you.

    I'm just confused and don't understand why you want to use this program for a different purpose than it's intended one, especially when it has absolutely no native support for said purpose, otherwise. It clearly says on the front landing page of Scirra's website that it's intended for video game making.

    What I meant is about the program's intended usage, and I'm just questioning why you would want to use it to assess code for websites designed in HTML5 and CSS. Your first post in this topic made you seem maybe just a little confused? Yes, it primarily exports in HTML5 (as Joannesalfa pointed out, it's usage is for HTML5 Canvas only) but it's strictly meant generally to design video games. It has no native capability to function as a tool to design and check markup for web design. You very possibly could do that, but you would have to make event systems completely from scratch to understand syntax completely, it's not intuitive and is lots of unneeded frustration.

  • Excluding using a beta version and custom wrap behavior, this is a pretty solid recreation of Kid Icarus, even if the sound effects and maps aren't a perfect 1:1 creation. Good job, Xtra!

  • Oh, I haven't used Scirra Arcade in like...forever, so thank you for the tip.

    Yeah, some people have qwerty keyboards instead, so I might suggest finding a way to detect the keyboard type but another solution...hmm, not sure. You could put keys closer together, or possibly later vy for gamepad support along with default keyboard.

  • The most apparent detriment I found in your game design's and this is pretty much the thing that didn't get me too far, is that the controls are not that fluidly designed. It may just be me, but not having any indications of what key do what (even a quick keyboard/controller controls diagram picture in a screen that loads before the level, like some mainstream games do on first playthrough) and having the primary keys for jumping attacking one key in between each other feels really awkward and made it incredibly difficult to play.

  • https://dl.dropboxusercontent.com/u/589 ... /DiHa.capx

    Fixed it for you, in about 20ish minutes.

    Added commenting to the crosshair pin event and the restart layout to note what changes I made and why you may need to keep them. Let me know if you run into more issues with respawning/death on the layout.

  • Here's an example that might help you get it working: