LeoPixelStudios's Forum Posts

  • Gross and cool at the same time

    LOL!!! Goal achieved!

  • thank you all for the great comments, feedbacks... ! glad you enjoyed it... A0Nasser, I used about 30 sfx... ­ifr@onur... Takes more than 2 minutes... yikes!! will look into that, I know I had fixed this issue previously, and it usually takes about 10-30 secs max, I guess now it'll be platform specifics issue I need to address...

    mystazsea I'd love to post it on arcade, but the size is not right and the weight also! ... I'll probably make a smaller version seeing that the comments are good...

    Now I'm trying to set it up for Google Play, but exporting it to android gives me an HTML... I don't think it,s right...

    Cheers!!

    Marc,.

  • my first game is almost officially launched...

    play it here..

    http://www.thedeerskins.com/BarfingBullfrog

    follow me on twitter:

    https://twitter.com/luxvideoprod

    facebook

    https://www.facebook.com/luxvideoproduction

  • [attachment=0:3fda4zqj][/attachment:3fda4zqj]

    Here is my structure for the load and save game... I use a variable set to 0 to check if the game is loaded.. if not, then

    check if the "gameIsLoaded" is set to 0..

    if true, then

    1. call up the load event... then

    1a. on load complete.. do something... the "gameIsLoaded" will automatically be set to 1, since it was saved with this state

    1b. on load failed... do something... and set the "gameIsLoaded" variable to 1

    so the next time the layout is called, if the "gameIsLoaded" is set to 1, then save the game...

    what you could do also is use a 2 frame animation that you exclude from the savegame event... and use the frame no to determine which layout to call...

    if you want more detail on this last one, let me know

    cheers!

    Marc.

  • Hi .. i have a simple onLoad event that checks if the "gameIsLoaded" variable is set to 0 (not loaded) or 1 (loaded)..

    if it's set to 0 (and it is, checked through the debug) .. It jumps over my "onLoadFailed" or "onLoadComplete" and goes to my next event! his this a bug or is there a "procedure" of orders to put these events?

    thx

    MP

  • let me check into it and get back to you with an alternative

    cheers!

  • FragFather.. I don't think this will work for this extra reason I didn't mention.. the speed of the bullet is set randomly at the create object event... So I set for ex. family03.bulletSpeed to X ... if there is no behavior on the family I won't be able to do this won't I ? it would only work on family 5...

    Bonesey.. I thought of that, but I thought that would slow down the system, since the bugs are generated randomly, I'd need to create a loop that would generate a bug, check it,s instance, then destroy it if it,s not in the range, then recrate one..!!!

    Sgn15 ... are you talking about the families or the behaviors??? I tried to set the parameters of all the bullets to 0, then change it at the time of creation, that didn't work... If there is a way to disable the Behaviors, can you tell me how??

    while writing, I thought of something along the lines of Bonesey... I can create events that would generate a random number from 0-2, 0-3 or 0-5 depending on the level, then use only 1 family with all 5 bugs and createObjectInstance X ... I think that could work!

    thanks all for your inputs!!! greatly appreciated...

  • Hi.. I have a medium problem ... my game is based on 5 bugs to be eaten... for ex. on level 1 you need to eat 2 bugs #1, 2 bugs #2 and 2 bugs #2... Level 3, 2 of #1, 3 of #2, 4 of #3 and 3 of #4 ... so .. the more you go up in levels, more types of bugs you need to eat.. but always using those 5 bugs.. SOOOOO I decided to create 3 families of bugs.. one with bugs 1-3 .. one with bugs 1-4 and one with bugs 1-5.. I've added a bullet behavior to each families, so I can create them randomly.. The problem i am facing now is that even though the behaviors are applied only at the families, the bugs inherits of them... SOOO.. now bug #1 has 3 bullets behaviors!!! so you can just image the speed at which its coming at me!!!

    the other options is to import the bugs 5 times, and make families out of unique bugs id, but i feel that this is not optimized to keep the game's bytes size low..

    any thoughts?

    thx

    Marc.

  • Personally, after my "load game" is complete (so.. on load complete) ... depending on some variables, i call the layout "menu" or "stage", so that works for me.... so far

  • Works like a charm!!!

    thx! sometime we are blinded by the obvious!!!

    cheers!!!

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  • I am still testing my game.. so far, not working as expecting LOL!!!!

    will get back to you on this

    cheers

  • [attachment=0:2qgsjo6p][/attachment:2qgsjo6p]Hi... I have an event that triggers an animation (4 frames) ... When I use "Start from beginning", only the 1st frame is displayed... and if I use the "Set Animation" then it will play about 4-5 times then stop... That looks like a bug to me, but I'm posting this problem in case there is something wrong with my code...

    Heres the event in question....

  • ok.. cool, will give it a try...

    thx

  • Hi everyone... I'm almost finished my first game (Whoohooo!!) and now implementing the save features... I have a couple of questions... so here it goes..

    1. How do I tell construct what NOT to save...

    2. Since my game works with levels (10), stages (to be added over time), score by levels, high score and level locking and unlocking... putting those variable values in an array or dictionary, will they be saved with my game or not?

    So basically, lets say I finish the 3rd level of the stage 1... I want to be able to go explore the world, come back in a couple of months and reload my game and have all those variable accessible to me so I can play from where I left off...

    cheers!

    Marc.

  • yes, use the save game feature... I'll be posting something similar, with more in-depth request