lionz's Forum Posts

  • You can make the objects global or put them on a global layer, then they move into the next layout in the same place

  • I just bought a mac so I can create some iOS builds on C3, I'll let you know if it's easy and maybe you can think about subscribing for C3.

  • Well Construct 2 is retired and you're posting in the wrong section. As I recall you could export a Cordova build with Construct 2.

  • Nice! I mean you can keep the counter attack in of course, it's not my game. For me though it seemed like an automatic instakill so it was like the game is about parrying only. Maybe you can try release the demo on Steam and then build the game up, you can try getting a community that way though I imagine its hard to build any community. I don't know much about itch and if people will be playing it at all so maybe it's fine on there, good luck!

  • It's this 'I also tried using "set bullet angle of motion" & turned off "Set Angle" for bullet behavior' but I guess your angle of motion is set to 0 for some reason.

  • Usual fix for this is to put Ball in a Family, and for the level variable make it a Family variable, then you can pick the two objects individually one is Ball and the other is Family, so Ball on collision with Family, if ball.level = family.level etc

  • No problem, and for Families they are used for when you want to minimize events by grouping and picking different objects as one object. To pick an individual object from the Family you should go back to the individual object as no use for Family there.

  • The instance variable idea is only for the text, on each object you have a string variable where you type the text in the editor. Then when you play the game it will set the text to this string. No need for screenshot it is just one condition and two actions, mouse over Family : set text object position to Family.x family.y and set text to family.variable (the variable needs to be typed on the object itself in the editor). Try it and post a screenshot if it went wrong.

  • Initial feedback :

    - the game is really laggy, especially for its minimal style, what's the image memory usage on this ? that's the main issue i think when you exit back to the main room after the first tutorial room, i feel like there's a bug you are spawning something over again or there is a huge background image and it can be kind of unplayable

    - transitions are a little slow and when a cutscene bit is about to start its not too obvious as you cannot move the player for 10 seconds wondering what's happening, maybe you can dim the screen or something when you are stopping the player to show some text or show the initial text on screen a lot faster

    - i was stuck in the shop for a while, 'menu button' being M is not obvious considering you press H to enter it so it should be H again to exit

    - i would call the dodge a slide but that's just me

    - i would change the music at least once somewhere

    - parrying is difficult but maybe it's meant to be because once you do it then you instakill the enemy, i honestly felt like there should be no counter attack instakill and it should be parry and then you attack manually yourself otherwise you are literally just parrying in the game which is frustrating

    - the H kill felt weird for picking up items, i prefer 2 keys for action, maybe down key felt nicer for me

    - missing sound effects and like when you're attacking an enemy, i guess it's an early version though and they are yet to come

    nice game though, keep going ! these were just the 'negative' feedback i guess, so the rest was good haha

  • If it's 50 instances of the same object then it is mouse over object. If it is 50 different objects then you put them in a Family and say 'mouse over Family'. The text required would be set text to family.variable, so the instance variable is at the family level for text. Either way you just need one event only for everything, with 2 actions - set position of text object to sprite/family, and text object set text to object/family.var

  • The above is one event only that is for all sprites yes. For the above you don't create or destroy anything, you have one text object that changes position based on the object you hover over. The object is picked by mouse cursor over object condition.

  • Assuming you can only show a tooltip on one sprite at a time you can have one text object and say mouse over sprite > set text object position to sprite. The text to be shown can be a string variable on the sprite then you can also say in the same event set text object text to sprite.textvariable.

  • The fix for the above is usually you create a Family with just the NPC in it, then you pick the object in question as NPC and say pick nearest Family (which is also the NPC but now a different object)

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  • If you are now setting a gv instead of object iv then it's simple swap the action for this, delete the old one and add the new one

  • If I understand correctly what you're asking I think the answer is no