lamar's Forum Posts

  • You can have multiple copies of a sprite created and they will only respond to a hit on a specific sprite without affecting the other sprites.

    You can also choose sprites of the same copy by the unique UID and destroy or affect them through events.

  • Oldest trick in the book and seems to be used even on Scirra arcade to create multiple accounts to keep your games at the top of the charts and down vote anyone's game that might compete against yours for a prize.

    Arcades thrive by boasting of numbers of players online so they turn a blind eye to multiple accounts and this could easily be solved by requiring a reputation point system for anyone wanting to rank a game.

    On Scirra they should require at least 500 reputation points or be a licensed developer to vote on any games in the arcade and that would end people making multiple accounts just to vote up their own games.

    I seen that kongregate scam going on from the beginning so I don't even try to enter their events for prizes anymore. If you complain they will go after you like wolves and there are cliques of developers mostly from other countries besides the US that work together to vote up each others games so one of them ends up with a prize each time.

  • Many ways to add difficulty to a game.

    Increase the number of enemies or obstacles.

    Increase the speed and artificial intelligence of enemies.

    Make player handicapped with less ammo or reduce number of health restore items.

    Change the scenery using lighting effects. Make the player play the levels in the dark, rain, snow etc.

    Make jumping platforms farther apart and make obstacles they have not seen to slide under or crawl up.

    create puzzles like switches or keys to find and make those harder to solve in harder levels.

    Change the physics of the player. Make them fly through a level or skateboard or hop or take away gravity.

    Just a few ways to add difficulty to a level.

  • Pin an invisible sprite to the player where you want the camera to focus and scroll to that object.

    If you want the player to be behind center pin it in front of the player. If you want the player to be lower on the screen pin the camera sprite above and in front of the player.

    On Every Tick: Scroll to Camera

    You can also use an image point instead of pin which would be easier if your player is moving backwards and forwards.

    On Every Tick: Position Camera Player Image point 1, Scroll to Camera

  • Thank you. I've been stuck on figuring out what I was doing wrong for almost two weeks. ><

    You are very welcome!

    Looks like it will be a fun game to play and looking forward to seeing the completed project in the arcade.

  • Updated the post with spaces between the links. I hope it's okay that it's a zip file.

    OK I got your CAPX and looked it over and here is the fixed capx:

    https://www.dropbox.com/s/pm9tlxhdw7wnz02/Tresure%20Hunt%20Fireball%20Fixed.capx?dl=0

    You had two problems:

    You were creating the object fireball at 0,0 which is off your screen so it did not show up and I changed that to Spawn object on your player and I added an image point 1 to all your player animations so the fireball will always spawn just slightly in front of the player.

    You were not keeping track of your ammo and you were counting fireballs so I changed it to subtract 1 from ammo and now it stops when 6 ammo have been used.

    Hope that helps!

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  • drive.google.com/file/d/0B1hoUn ... sp=sharing

    That's the link to my capx file. It needs to work on r184 as that's the version being used for my class. I hope that link works.

    Nope your link doesn't work because you are new member.

    You can separate the link with spaces and maybe that will work.

  • Without a capx we can only guess with you.

    Sounds like you have something set that only allows it to fire at a certain angle and your fireball count is tied to that which is causing the problem.

    Post a capx or the event sheet events and we can look at it.

  • I want make a clone of this game, but I have no idea how to do it D:

    Video

    Anyone know how I can start?

    Here is a CAPX showing the platforms but not the rotating tower.

    https://dl.dropboxusercontent.com/u/10035971/Nouveau%20dossier/rotaring_no_family.capx

    Here is the thread it came from:

    https://www.scirra.com/forum/viewtopic.php?f=147&t=105674&p=783811&hilit=rotating+tower#p783811

    Here is ROJOhoun'd CAPX showing the rotating tower:

    https://dl.dropboxusercontent.com/u/5426011/examples22/tower.capx

    Don't ask me to explain any of it as I just found it myself and looks interesting!

  • Without seeing a capx it is hard to say what is causing the delay.

    My guess is you are moving the character or changing the character animation and not setting the hat in the same event.

  • I looked at your CAPX. It is the 9 patch causing it but not sure why.

    I deleted the 9 patch sprites from the layout and then dragged them back and the squiggly sprite went back where it should be.

  • uhm i think im misunderstanding because my poor english > <

    i can use density because my ball go automatically down on the layout.. i need anithing ballistic similar to bullet behavior but working without gravity

    I would forget using physics all together then and set the ball to a bullet behavior with bounce. That will be easier to use speed settings and then you can use Sine behavior to simulate the ball arcing up for a high kick.

    On a flat play field like you have physics is not going to give you much to work with.

    You will want your players set to solids so the ball will bounce when they collide and then a simple kick animation should work well.

  • > OK you can set the density of the ball and elasticity of the ball and the players in physics settings and in events.

    >

    > If you want more bounce set the elasticity higher and the player density higher than the ball.

    >

    > You have to play with those numbers until it feels right.

    >

    uhm I do not think it is so simple, perhaps the only way is the "Sine" behavior?

    you have to consider that there is no gravity in the game, ball and players move on a "free" layer, both with 8dir behavior, when player collide with the ball, the ball move tot with "set 8direction vector" command, for shoot i set the vector more biggest and add some max speed of the ball

    OK then you are over riding the natural physics of the ball and player.

    Gravity does not effect density and elasticity. Those still work in no gravity however you should be using impulse, force and velocity not 8 direction speed.

    I use physics all the time in my games so I do know how the physics commands work.

    Sine will add some motion sway to the ball as it moves but it will be predictable and not realistic physics.

    Since you are playing on a flat field with no gravity you might be better off not using physics at all and set the ball to be a bullet with bounce and then you can use Sine to simulate a high kick.

  • OK you can set the density of the ball and elasticity of the ball and the players in physics settings and in events.

    If you want more bounce set the elasticity higher and the player density higher than the ball.

    You have to play with those numbers until it feels right.

  • My take on Gameroom is that if it's a html5 game you just submit it for approval, but they seem to be pushing pretty hard for Unity. https://www.facebook.com/help/contact/g ... ic_rollout

    Just as regular Facebook, html5 has to host its own content.

    My question would be: For a Construct type of desktop arcade, is it better to host the games in one place, or have the game creator host their own files?

    I set up my arcade so the game developers can store it on their own website and just provide me the code link or on a website like the Scirra arcade and provide the code link.

    Not all game developers are comfortable uploading their games to an unknown website owner so I think having that option would be best.