MadameBerry's Forum Posts

  • Thanks!

    This was for Ludum Dare, and it's done now, but if I ever decide to go back and improve on it, it'll definitely help.

  • Running into another problem, trying to detect which row contains the lowest amount of blocks. Any ideas?

  • Solved. @

  • Hey all!

    So. I'm trying to create a tetris-like game. I've got the spawning and the collision down. The thing I'm having the biggest trouble with now, though, is that I have absolutely no idea how to handle detecting if a row is full, and then deleting that row and causing the other pieces to fall.

    What I've tried so far is set up "detector" sprites in each 32-pixel tall row, and have them count the number of non-falling sprites. There's ten rows, so when it reaches ten, I tried having it delete the row, and make all of the non-falling sprites become falling sprites, so they would fill in the gap.

    Basically, it doesn't seem to be counting correctly, and if I enable the event that deletes blocks, it just goes crazy and deletes all of the blocks.

    I don't think I understand unique IDs very well, if that's even the problem. =/

    Any help?

    Thanks!

  • Hey everyone!

    I wanted to come and share the project that my team and I have been working on for the past year or so, Schoolyard Snodown.

    <img src="http://imageshack.us/a/img849/3408/sysdlogo4a.png" border="0">

    Snodown is a sidescrolling beat-em-up built using Construct 2, that takes place during the town's yearly snowball fight, with deep roots in classic 8- and 16-bit titles, robust level design, and innovative gameplay. Levels change based on what abilities you've unlocked, and there are multiple paths through each level.

    We recently launched a Kickstarter, which you can find here. You can head over there to read much more about the project.

    For more updates, we have a facebook page and a twitter that you can follow.

    We will soon be launching a Steam Greenlight page.

    We'd appreciate any support you could give, even if that's just spreading the word.

    Some screenshots, if you'd like.

    <img src="http://imageshack.us/a/img715/6264/screenshot1zw.png" border="0">

    <img src="http://imageshack.us/a/img854/9617/screenshot2diw.png" border="0">

  • I mean, technically you can select a bunch right now, just by clicking on multiple seeds (though the menu does still pop up). That's a glitch, and isn't supposed to happen, since right now, if seeds are on top of each other, you pick up all of the seeds your mouse is pointed over, so you'd never be able to separate them.

    Stuff I've gotta work on.

  • The time aspect is seasons, most plants die off over the winter.

    Why would you want to select multiple seeds?

  • So I'm a tad late posting this, but whatever.

    Here's my game from Ludum Dare, It Will Grow.

    It's a chill little game in which you breed flowers to create different types of plants, with the goal of eventually creating the Golden Fruit Tree.

    I ended up actually using R100 for this, because I accidentally opened it by just clicking the .capx instead of opening R99 first. So, yeah.

    I'm happy with how it came out. There was more I wish I could have done with it, if I had the time. I would have added music if I was even remotely a music person.

    So give it a go! I'm looking forward to playing everyone else's Ludum Dare games!

  • Hello!

    How feasible would a "spawn by name" function be?

    I'm creating a game in which you crossbreed plants, and I had my plants numbered "plant1" "plant2", etc. I was hoping that I could create a variable on the seed for the type of plant, and then when the plant grew, I could spawn "plant"(type).

    But the way Construct 2 works, I have to actually select the spawned object by clicking it. Which means I have to create code for spawning just one plant, and then copy and edit that code 20-odd times, which is both inefficient and frustrating.

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  • What version are you using? The file size changed back and forth when I was importing and removing music in R95.

  • You could use the "Wait" action, under System. The event would then be

    (whatever you're having the sprite do)

    Wait 5 seconds

    Destroy sprite

  • I'm curious about AppMobi may have hidden costs

    This.

    Someone care to elaborate?

  • Thanks for posting this! =D

  • If you edit the animations, is the animation speed 0? This will stop it from animating.

    It's so simple, but it something I forget to do more often than you would think! Haha...

  • Ah, like how you can do that in some platformers? Try creating an invisible camera sprite instead, maybe you'll have more luck with that.