Metal_X's Forum Posts

  • Thanks Kyatric, i will study that method, but do you recommend do something like that?

    As i said, i play many flash games and they need to download again after some days.

    For example i played a lot of Kingdoms CCG on Kongregate.com, i dowloaded it once and played, than next day i played it again and don't need to download it, but on the next next day the game was not on cash and i needed to download it again...

    Let's suppose that on HTML5 the game is cashed forever, but even so if i update the game, adding new features(new cards for example), the whole game will need to be downloaded again, right?

  • I don't see this working, how can i transform numbers into images?

    I know that everything on the computer is only data, but how can i transform numbers on an image at runtime during a game? Oo

    Edit: I said that because you can't put images on localstaroge.

  • Rory, that's not what i meant to say, but the option you mentioned is really nice and will be nice to see it on C2.

  • Of course i know that the browser caches the game after loading, but caching isn't permanent and "expires" after some time, i play flash games very often and the longest time that it stayed cached was 2 days, so it's extremelly different to cache the game and to download a permanent pack of files and use it externally.

    Another difference is that a pack of files you can zip it making it lower.

  • Hi everyone, my question is about HTML 5, is it possible to use an external pack file to minimize the constant download everytime the game is accessed on the browser?

    For example, a card game made with HTML5, that has an option to download a pack of images for all the cards, so the game acess that pack and don't need to download it anymore.

    If this is possible, does construct 2 has that option?

    Thanks

  • You can do "Else if" like this:

    if (weapon is 1){

        if (user press UP){

          //shoot up

        }else{

            if (user press DOWN){

            //shoot down

            }else{

            //shoot forward

            }

    }else{

        if (weapon is 2){

            if (user press UP){

            //shoot up

            }else{

            //shoot forward

            }

        }

    }

    "Else if" is like puting an "if" inside an "else"...

  • Create a variable to the family Enemy to keep track of the last enemy hited.

    Always set all the bars to be invisible, and when you hit an enemy set the current variable of that enemy to keep track of its HP bar(value=1) and set all others to don't keep track of its HP bar (value=0).

    Now make visible only the current HP bar enemy variable that is keep tracking (value=1).

  • The solution is correct, you are making something wrong Eternit.

    It's a simple rule of 3 equation, it can't be wrong.

    You need to put a fixed maximum value to the bar width when the Enemy HP are at 100%. And replace the number 100 to that maximum width value on the equation:

    set hpbar.width to (100/enemy_max_hp) * enemy('hp')"

  • Nice graphics Pixiefingers, it reminds GTA2, but cuter XD

    And here are a screenshot of my Zelda fan game(in the image i am tracing the boomerang route with the mouse):

    <img src="http://img571.imageshack.us/img571/9345/zeldafangame.png" border="0" />

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Are you rounding the position of your sprites?

  • Use trim(text) to remove whitespaces

  • The same happens to my game when i was using the advanced camera plugin, when i switch to Magicam the problem was fixed, so i really don't know why this happens.

    Try to make some tests with the plugin and maybe you can fix it.

  • The gray background is a problem with the camera plugin, do you use advanced camera or magicam?

  • But you used loops? With loops you can do it in 1 frame.

  • Using conditions.

    Set a variable:

    => Set var X = random(10)+1

    Compare that variable to others already seted:

    +If var X == var Y

    => Set var X = random(10)+1

    Use loops to reapeat this until the condition "+If var X == var Y" is wrong.

    Maybe there are another way to do this, but i can't think any other way right now.