lionz's Forum Posts

  • This is a huge game mechanic. I would start with the tutorials. Once you've done a few of these then it will become clearer how to make this type of system. This is simple enough to make but it will require some basic knowledge of C2 and a lot of different systems working together such as game rounds, enemy spawning and placement, enemy health, player movement, player and enemy attacks, damage stat handling etc...

  • It does quite a lot of stuff for a free product.

  • I'm also learning javascript during this to keep me motivated lol. Probably a bit too much, but why not!

  • Ah I see, no problem.

    I just had a brief look at the manual and it looks like the information is mostly here: https://www.scirra.com/manual/183/memory-usage

    <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Yes that's correct. I believe each object loads into memory on a layout but once you leave that layout it is unloaded from memory, therefore you only need to load the relevant objects for that layout at any time.

    Loading all the game assets in your game on an initial layout won't work as they won't be there on the new layout. When you leave the layout you don't have to worry about any other objects being left behind unloaded, it is done automatically I think.

    The fact that there is a noticeable FPS drop on an object being created but not for future instances of that object seems like a problem with the object.

    You could try: leaving the enemy object on the layout view; when it is preloaded on moving to the layout during the game, does the FPS spike occur? Or is it just when the enemy is created/spawned?

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  • korbaach

    ahh that's a nice file. I feel like I already know more about arrays. +1

  • Which saving to memory process are you referring to ?

  • zatyka

    true, I should stop being lazy and just buy it.

    Theme announced in 7 hours woo!

  • There isn't a decimal point on number pads is there? So you should be fine in the end environment.

  • Here it comes. I wonder if it's possible to produce a game with the trial version of C2 hmm.

  • aw just 3 billion dollars

  • Hi delusan

    You can make use of the 'Set Animation' action.

    Firstly you'll need to create the damage animation. If you double click the sprite in the main area of C2 you'll see a list of animations pop up. You can right-click here and create an animation called Damage and then drop the relevant image(s) in. This could be one or many frames.

    Then on the event sheet, wherever the logic is for taking damage, choose the action 'Set Animation' and choose the 'Damage' animation you created.

    You'll also need to create some logic for when the player is NOT taking damage, to set the animation back to the original image.

  • is it because you just trigger it once and if the player and enemy are still colliding there's nothing to retrigger it? this can be solved easily by creating some debug to check what the values of isHit and isHitCooldown are doing when the player and the enemy collide. If you want me to fix it can you cut the project down to less than 100 events, thanks.

  • thanks for the response!

    Dead Block looks good, obviously I was thinking of a 2D idea though that i can make in C2, won't be as in depth as this game. Hopefully I can translate those elements to 2D well enough.

    I haven't 100% thought out character roles, I would make it and see which stats and abilities would make sense to improve over the course of the level, test out a few and see what happens. The musician guy was just a 'distraction' type ability so anything would do really, a flute would work.

  • I went looking for it in game development, design and ideas section tbh but it's OK here. It'll be my first one, I am ready for the theme announcement!