lolpaca's Forum Posts

  • Thanks! XpMonster 's solution worked fine for me, I just can't help thinking there ought to be a neater way to do it.

  • Thanks - there's no way to do it just by adjusting my initial event? I'd have thought that since I've already got the effect I want and just want to adjust the parameters a bit it'd be easy, but maths makes my head hurt

  • Hey, so I want to have the scrolling set relative to the player sprite's position and the mouse position. Currently I'm using:

    Every tick > Scroll to (abs(Sprite.X+Mouse.X)/2), (abs(Sprite.Y+Mouse.Y)/2)

    which works OK, but I want the view to centre more around the player sprite so that there's more of a "pull" to the player's position. At full stretch the view should centre around 1/4 of the distance between player and mouse, originating from the player. I've tried a few things with the numbers and I'm sure it's simple, but I can't seem to figure it out!

  • Little endless flyer I knocked up in a few days for fun. Enjoy, and let me know if you want the .capx! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://dl.dropboxusercontent.com/u/106 ... index.html

  • Trying to implement a high score to my game and the only object I can find is LocalStorage. I can't find any documentation on LocalStorage, only Webstorage, and going on the manual entry they don't seem to be quite the same. Did one replace the other?

    EDIT - Never mind, I've figured it out now! Seems like it's still in beta.

  • Hey all,

    I'm making an endless runner (well endless flyer, but yknow) and I was wondering if anyone could offer some advice on getting the best performance before I get too far with it. Currently, I'm making it so the layout is just window-sized, the player sprite is actually stationary, and the backgrounds and environment (which are large, procedurally-generated tilemaps) move using the bullet behaviour. It's going OK so far, but I've noticed the odd framerate drop and I'm worried this might get worse as I go on.

    Would I be better just making the layouts bigger (but I'd need huuuge layouts, like 100,000 px long at least) and doing it "normally" - ie with the player sprite moving through the level and everything else staying still? Is there some trick with parallax and scrolling that I could be doing instead? I'm hoping I can make a mobile version once I'm happy with the desktop one, so performance and efficiency are going to be top of the agenda on this. If anyone's made anything similar and could give me some advice I'd appreciate it.

  • korbaach Ahh, so simple! Thanks a lot

  • I have a spell in my game that shoots 2 projectiles at once that use bullet and sine movement (so they shoot ahead and swing up and down as they move). I want one of the bullets' sine directions to start off in the opposite direction, ie one starts going down and the other up, so they kind of loop back and forth with each other, but I can't figure out how to do it at all - I've tried reversing the angle of the object but the sine movement stays the same. Any ideas?

  • I don't think "On enemy destroyed" > "Start fade" will work anyway, as the enemy is destroyed as the trigger so it no longer exists (correct me if I'm wrong, never used the fade function)

    The explosion method should work just fine though - I'm not sure why it wouldn't, what you're trying to do is pretty simple. I'd upload a .capx, but I use a bunch of plugins you probably don't have, so that could be problematic. Could you show (or write out) exactly the events you're using? It should go something like:

    [Enemy.Health] = 0

    [Enemy] Destroy

    [Enemy] On destroyed

    [Enemy] Spawn object [Explosion]

    [Explosion] On any animation finished

    [Explosion] Destroy

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • In events, choose [Enemy], choose "On destroyed", then [Enemy]: Spawn [Explosion] in the actions.

    (You also want to make the explosion disappear after its animation finishes, so something like [Explosion]: On any animation finished > Destroy)

  • Loving the demo! As ryanrybot mentioned I think some aspects of the controls and animations could do with a bit of tightening up, but I'm sure you're aware of that already. Concept-wise it's awesome, I think you're onto something really special here and I can't wait to see more.

  • Have it spawn a explosion sprite when it's destroyed.

  • Thanks Chupup The controls are WASD to move and arrow keys to shoot. One you've picked up a ring (there should be one in the cave you start in) you'll be able to shoot with it.

  • Looks good It'd be good to set up movement so that you can click & hold the mouse button, and have him walk constantly toward the direction of the pointer, as in Diablo etc. Feels more fluid than just clicking around.

  • I've been working on this lil procedurally-generated dungeon crawler for about a year now, and I've just reached the point where it has multiple levels, most of the core systems are in place, adding new stuff is pretty straightforward and it's looking like I might actually complete it Basically, it's a blend of roguelike exploration and twin-stick shooter goodness. Mine around the place collecting loot and fighting enemies, and find crafting stations to convert your loot into stat buffs and better weapons.

    I'm screening it at a game dev event next month, and before that happens I'd love to get some feedback about the current state of the game. At the moment, there are four levels in the game out of a planned ten. Before the screening I'll be adding boss encounters and maybe a few cutscenes explaining who you are and what you're doing in this dungeon. For now I just want to hear what people think - is it too hard/too easy? Do the mechanics work well together? What could be improved? Most of all, is it fun?

    Greed v34