LittleStain's Forum Posts

  • Your question is very unclear. You want two objects to collide, but there is a third object?

  • Breath of fire 2 is a rpg kind of game, as I found out after googling.

    In the tutorial section of this site are a lot of RPG related tutorials

    and in the FAQ are some rpg related topics.

  • Like it says in that topic, the locoroco game jelly-effect was probably made using animation. So to recreate that effect you just need to animate your sprite to give the effect of jelly.

    If you want to make something more complicated, like the examples made by rojohound, you should learn to understand what he did.

    If it's too difficult for you at the moment, I suggest trying a different method like animation.

  • To check the distance use distance(player.x,player.y,tower.x,tower.y)

    So you should just add another condition to let the system check if this distance is smaller than 2. (I guess you should use another number, but you said 2)

  • In addition to the real answer: That processing power differs between devices so much, if you want your game to run smoothly on all, you'd just have to make sure it runs smoothly on the least powerfull.

  • Simple answer: No, no, no, no, no, THERE'S NO LIMITS! (by 2-unlimited)

    Real answer: You are only limited by the processing power of the device your game is supposed to run on. At least if you'd like your game to run smoothly.

  • I don't know what events you are using to spawn the sprites, so I don't know if this will work, but you could check if a spawned sprite is overlapping the spawnsprite and if so don't spawn.

    (I couldn't see the image before, but now I can and checking for overlap should work)

  • Blacksmith, thanks for the compliments!

    There is still some work to be done on the graphics, but the overall feel is pretty clear i think.

    The custom movement behaviour on stretchy also needs some tweaking as it's collisions aren't always working as wanted.

    Saving the bombs can be pretty hard, but not saving them won't kill you.

    I'll try and keep this topic up to date, so if there's more to explore it can be found here.

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  • I've been working on my new project and although it is still far away from the end product it is almost playable at the moment. Because I need some incentive to keep going I've decided to try and finish this game before november to be able to compete in the Tizen competition.

    Play "Stretchy"

    • Use mouse or touch to adjust jumping power and angle
    • While in flight touch left or right of "Stretchy" to adjust horizontal speed.
    • Try "saving" da bombs by jumping on their red button.

    <img src="https://dl.dropboxusercontent.com/u/48563442/message-big-facebook.jpg" border="0">

    <img src="https://dl.dropboxusercontent.com/u/48563442/stretchy-screenshot1.jpg" border="0">

    Edit: Updated example.

  • Hi murdock

    instead of setting the position, you should spawn the bullet.

  • Instead of using the scrollto behaviour use the system action scrollto.

    Simple example:

    System: every tick /walking = true -> system: scrollto player.x,player.y

    System: every tick /driving = true -> system: scrollto car.x,car.y

  • darktoad

    You'd still want another condition in there to make sure that during game-play gold could get under 100 without the while loop starting to run.

  • I found this example on the forum:

    simple-water

  • I would make a boolean variable called start as well so that when 100 gold is reached you could set start to false and add that to the condition. Else during the game everytime it gets below 100 this event would fire.

    Every 0.05 seconds - if gold is < 100 - start = true - add 1 to gold

    if gold = 100 - set start to false

    System every tick - Set text to "gold :"&player.gold

  • mchulet

    You are making it hard on yourself by using touch input and mouse input. You can use just the touch input (It's set to accept mouse input as touch). So when you left click inside your game it will be seen as touch input. That way you won't have to make different events for different devices. Your last event has "is touching", you should change this to on object touched.

    I'll have a look at other things I notice, but for now this could be a good start, for I don't know if your events for different devices are hurting eachother.