lionz's Forum Posts

  • I said previously what would it look like visually because your logic means at all times you can do A or B, sometimes youll want to do A instead of B, sometimes youll want to do B instead of A but there is seemingly no way for the player to decide what they want to do. If you tap on an inactive room with a powerup you've not set a priority, you said the player can choose to quickly make the room active if they need to OR choose to select the powerup, so you need to design some way that allows all of these things to happen, it's simple to do with logic, just the game design that needs some work. The first few suggestions on here are based on the fact that the powerup is always the priority, it's always the sprite on top, what you're saying is that there is no priority, the player should be able to make a room active/inactive or pick up a power up so it's down to the design of the game on this one.

  • Select the Body events, press S for sub event and create two sub events. One will be if animation frame is 0 > set animation frame to 1, the other will be if animation frame is 1 > set animation frame to 0 or you can use an Else if 0 and 1 are going be the only two options. They will both act only when the modulo event is true.

  • As score increases add 1 to a global variable. When that global variable reaches 25, select a new random background, then reset global variable to 0.

  • The event sheet is fine. The issue is with that random event you have at the bottom on line 77, not sure why it's there but if you delete that then it's all good to go...

  • KnivetonStudios

    You're right about the abundance of RPGs, I was only going to dedicate my time to one and release on Steam if it was totally unique. I just had the idea, I also forgot to mention the other major factor that the entire game was going to be set on the battle screen so the focus was on fast pace battle after battle and I figured the superhero theme would fit that. I would only ever be looking to make the core game and then bring an artist on board at the right time for a 2-man project. Kinda want to make an RPG though as I've already made a fully working inventory, it would be a shame to go to waste....

  • Top Down Shooter: The Game,

    Shoot It,

    Shoot Shoot,

    Shootcraft,

    Shootageddon,

    Shooting In Memphis,

    Shootasaurus Rex

  • Have the check for the correct answer and the points added when the submit button is clicked, not when the answer is clicked.

  • Hello again, set the initial visibility of the buttons to invisible.

  • I would make the enemies run at the player every X seconds, not have the player control their movements otherwise how do you lose? Or in that Rush Fight is it just a rhythm action game where you have to press left, right or left+right at the same time hmm.

  • I love turn-based RPGs and I had this idea, I'm not sure if it would be fun in practice though.

    The concept is that you are a normal guy vs supervillains (and their thugs etc) and you can't do much on your own. So when it is your turn to act you are normally just defending yourself, whilst you wait for timers to complete on allied superheroes who then fly in to help you. So think Final Fantasy battle system, except instead of a party it's one guy and your party is a group of off screen superheroes that fly in to assist, meanwhile you have to protect yourself from the devastating attacks from the supervillains.

    So the battle system will be equal to something like you as the player have to defend yourself as much possible, shell it up by using armor, items to block attacks, using items on the enemy to distract them etc whilst waiting for the timers on the superhero character avatars to complete, then you select the avatars and they fly in to help (they would be the actual damage dealing attacks).

    Thought it could be a neat idea, not sure how much fun it will be... thoughts?

  • The object 'Enemy' moves towards the center of the screen using the 'rex_moveto' plugin, and when overlapping (not collision, sorry) the object 'Player', triggers the 'moveTo' below the screen (in pixels) and is destroyed. If I hit the keys extremely fast (one of the challenges of the game) the object 'Enemy' continues his path along the X axis passing the object 'Player' and not detecting the overlapping (what I was calling collision).

    I'm afraid I'm not using the proper method for this 'moveTo' because, I will need the movements (and all of its events) to be made from point A to point B, in one key press, regardless how fast the user hit the keys.

    After some investigation I figured out that the reason for this is because they're set to 'Die' on collision with player but also are asked to move across X when the player presses left. This means they move and play die animation at the same time, the move angle of 0 overrides the die angle of 45. I fixed this by putting in the On EnemyMove logic, you check enemy is not playing the die animation. This works well.

    In terms of the gameplay, is it not better to have the enemies moving towards the player after an amount of time, not when the player is pressing the left arrow? Although I can understand if this is just temporary functionality.

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  • How would the player choose what happens on touching a power up+inactive room from a visual perspective?

  • There are probably better approaches to some of the ideas in this game, you can ask in the Feedback section. You could just start a new topic for this game. If you are having real problems with the MoveTo plugin you can find the topic for MoveTo and ask in there as plugins are considered separate and usually you will have to go to the person that made it to ask about its functionality.

    Note that when you're moving a sprite you can just move it X and Y with 'Set X' 'Set Y' 'Set Position' without the use of plugins.

    • I don't understand why I can't call a function I named "Spawn";

    You're calling the expression Spawn, not the function Spawn.

    • on start of layout, some objects detect collision even though they're not 'in collision';

    You've set it up so that sometimes an enemy can spawn on top of the player based on co-ords.

    Can you give more detailed example of what you think is wrong with the collision in terms of 'failing'?

  • Yeah you can use after X seconds, or timer plugin if it needs to be more complicated. I guess the actual attract could be a different layout you cut to with its own events that loop around until a button is pressed.