lionz's Forum Posts

  • If you remove Boba Fett (which you will have to), this sounds like a generic side-scrolling platformer, so go make it! You could focus more on his jetpack and include some nice floaty flying mechanics, picking up fuel capsules or something

  • Where is the fun, and the challenge? I could see a game where you are a superhero that adopts other superpowers to perform tasks like oh freeze a building, power a machine with electricity. Your idea of exchanging skills seems a little too simple, I am good at golf but then want to be good at football so I change with this guy and do what? Do I actually play the football? Is that part of the game? Is the game solely about asking to exchange, an exchange occurs and then that's it? i guess if the game is about seeking out the person in the first place then that's kind of like pokemon but without any battling.

  • You can no longer use the dropbox public folder to host the game, see here :

    I'm assuming that the tutorial existed before this change occurred. There are alternate ideas on how to share your game in the linked forum topic.

  • Might be a delay to do with preloading. If it's the first time the explosion happens and you didn't preload the audio then it will take some time to download and play. Is Preload Sounds in project properties set to Yes?

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  • If it's switching characters and not players (it's the same player) then you could just change the animations based on which global variable is set I guess, which uses the same object.

  • Can you add some more information please?

  • Can you share it as a capx please (another option when you save). caproj is useless without the other project files.

  • Set some kind of toggle variable condition so that when the help is open, the mouseover event doesnt work. So wherever the mouseover change event is, add if helpOpen=0 or something. When you open the help, set helpOpen to 1. This will mean the mouseover change to a hand won't work when the help is open.

  • Check out the manual for how events work. The page is even called how events work <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> https://www.scirra.com/manual/75/how-events-work

    A cutscene would just be a bunch of events in order, with objects moving around and text boxes appearing I imagine. You can switch to a new layout for that. A trick for a moving camera I use is to add the ScrollTo behaviour to an invisible object that moves about the screen, then the game appears to follow the camera.

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  • YoHoho I've made a capx here, it's one event. https://www.dropbox.com/s/71fhi1q6g1y63 ... .capx?dl=0

    The other stuff is just to spawn random bullets so you can see the damage being taken off the enemy.

  • Well in theory you could not use families, create one sprite object called bullet and constantly edit its variables and animations during runtime but that's going to be incredibly confusing and not the way I would do it. You need the separate bullet types as objects, you can leave them all on a layout with their default values. Then you group the general events like being hit and taking damage using families. This then allows you to also call upon the separate bullet types in some events if it calls for it.