lamar's Forum Posts

    Subscriptions to get updates, new plugins and features on a regular basis is worth paying for BUT holding your projects hostage so they can not be edited if you don't pay a subscription ransom is unethical in my opinion.

  • When you jump up the shadow should remain on the floor but gets smaller the higher the player jumps and gets bigger as player falls back to the floor.

    You can use Size to resize the shadow.

  • You will need an image point where you want the bullet to start at the end of the barrel.

    You will make your bullet image have bullet behaviors.

    When you press a key to shoot you will spawn the bullet on the gun at that image point and set the direction to the angle the gun is facing.

    On Space Key Down: Spawn Bullet at Gun Image Point 1. Set Bullet angle to Gun Angle

    That will fire a bullet every time the space key is down.

    Get that far and come back if you have problems.

  • Come on guys- I know this is a fun game so how about some feedback on ideas for ski runs and graphics?

  • The respawn is not for enemies, but for platforms that fall or rise, but I get what you mean.

    I tried this, the same thing happens, all the same platform type will spawn at the same time, instead of individually.

    I set up a test area, with 5 platforms, I ran across them all, they all fell, at slightly different times, but they all respawned at the exact same time.

    I need them to spawn 5 seconds after they are destroyed, so if one is destroyed and another 2 seconds later, the first will spawn, then 2 seconds later the other spawns.

    I am at a loss as to why they do not spawn individually, they seem to just spawn all as one.

    Hmmm?

    I don't see your time event in your event sheet to tell what the problem is.

    Post that and lets see how your time event is set up.

  • Set it to letterbox or Integer Scale and it will scale to whatever device it is played on.

    There is no one setting best for all devices but all newer devices scale any app automatically to fit their screen.

  • If you don't want them to respawn at the same time use random in your timer

    Every random(1,6) seconds: Spawn enemy

    That will add randomness to the enemy.

  • I didn't download your CAPX. Too big.

    BUT if you want the enemy to stop and attack you need to use a global variable as a stop trigger and a condition to make it stop.

    On Enemy Overlapping Player: Set Stop=1, Play Attack animation

    Any other events that move the enemy should have the added condition On Stop=0

    That way when the enemy overlaps or collides with the player the global variable is triggered and stops any other enemy movement so the attack animation is played.

    Once the attack is over reset the global variable to 0 if the enemy was not destroyed.

  • UPDATE:

    Ok, so thanks to the help all of you provided (again, thanks so very much) I was not only able to fix my animation issues, or at least, I've only directly applied the changes to one character, and then remade the rest practically from scratch, but I noticed what I was doing wrong.

    It turns out I was using some pretty "hard" conditions to move characters around.

    So, instead of using "On Moved", I kept using "If Platform is Moving", or instead of "On Jump", I used "If Platform is in the air".

    These things completely blocked any attempt from me to execute any animation properly...

    So, thank you! This was much help!

    ----

    Now... could I ask one tiny more thing?

    I decided to settle with just MIRRORing the graphic of the only character whom I wanted to have a separate graphic when he's facing left and when he's facing right.

    But if any of you has the time, could you explain to me how you would do it? I mean, handling a character WITHOUT the SET MIRROR event so that he has small changes when he's looking at different directions?

    I'd really appreciate that, but it's not SUPER essential. It's just that it's killing me that I can't figure it out.

    I had managed something really close, but if I make him move to the right, and then move to the left (if I accidentally press the other way fast enough) the character will strafe backwards. And that will mess up the rest of the animations, such as jumping, etc.

    Anyway, consider it a sidequest, perhaps. But once again, the main problem has been resolved, you have my thanks!

    The easiest way is to use a global variable to keep track of direction a player is facing.

    Global Variable Direction=0

    On player facing Left: Set Direction=1

    etc.

  • Megalocrator has agreed to work on some nice new graphics for this game so bookmark it and watch for the new update!

    I am excited to see his work and his samples are excellent.

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  • Play the game here:

    https://lamar.itch.io/harry-hotdogger

    Harry Hotdogger!

    Harry is a crazy skidevil hotdogger that likes to ski fast and live dangerously. Help get Harry down the ski slope without crashing.

    Hit the slalom flags, and snowmen for extra points and grab some big air hang time off the ramps. Avoid trees rocks and the occasional slow skiers.

    Left and Right arrow keys to move

    This is an early beta release to test game play and get feedback on graphics. I will be adding in several ski slope runs with varying difficulty and other events for Harry to try like ski jumping, slalom, night skiing, avalanche run and maybe even a zombie skier attack!

    Enjoy the game and bookmark it so you will be notified when I make updates and leave a comment and rating.

    This is an early demo of a game I actually created two years ago as a snowboarder and some of you may have played Snowboard Shredder in the Scirra arcade.

    I love the mechanics and play of that game but was not happy with the graphics so I am reworking it as a funny downhill skiing game with the main character being Harry Hotdogger.

    This is just one timed level to get feedback on game play and graphics and any ideas you have that would make the game exciting and entertaining would be appreciated.

    I hope to make this a series of games with Harry trying different extreme sports like base jumping and white water kayaking but for now I am just testing the game to get ideas.

  • Get the free version and save your money for a licensed version later.

    You can do almost everything in the free version you can in the licensed version except for a few advanced functions and 90% of my games could have been created in the free version just fine.

    Until you have some commercial grade games you are ready to sell the free version is just fine for learning and designing your own games.

  • Looks OK. I am more of a grunge city guy and streets and sidewalks never look perfect and clean in the real world.

  • On Start of Layout1: Play Music "music name"

    Button1= 1

    Use a global variable to determine if music is to be played and global variables work on all layouts unless you reset global variables.

  • You can change gravity on a platform sprite in it's event settings however if you want true physics effects then you need to study the physics commands.

    Play with all the platform settings in the events to see what can be accomplished and you can change jump strength, hang time and gravity to get some great floating effects.