MPPlantOfficial's Forum Posts

  • If Paddle.X <= (Your Lower Bound) | Set Paddle.X to (Your Lower Bound)

    If Paddle.X >= (Your Upper Bound) | Set Paddle.X to (Your Upper Bound)

  • Although, Actually, would you also happen to know how to make a game over screen appear when your character runs out of lives?

    Many ways to implement this but a good way would be to create an uppermost layer with black [or your choice of color] and during gameplay set opacity of the whole layer to 0.

    When you meet your Game Over condition just fade the whole layer in or instantly set the opacity to 100.

  • Hi,

    I'm developping a game for Ios and Android with construct 2, and I would like to know the maximum memory I shouldn't exceed.

    I have 60 sprites (360*640 pixels) and it already consumes 50 Mb of memory, could I go up to 250 Mb without slowing the game ?

    I have used sprite sheets to reduce consumption, if you have some advises I want.

    Thanks

    For Android NO. 50 MB is just about right for Android. The lower the better.

    For iOS I don't know. I think it was 100 MB but I haven't tested that myself. Of course it would vary for each device.

  • I don't know. I would think 30+ disk all of which have simultaneous pinning would slow down more than simple instance positioning.

    My one event in the previous post should save you another For Every statement. That's 2 events.

    Could you upload capx so we can test?

  • StarBlueLG needs their own ON CREATED outside the sub events.

    But I would not use pin if I were you.

    I'd do this instead:

    Every Tick | StarBlueLG Set Position to: LGDisk(Self.IID).X ; LGDisk(Self.IID).Y

  • Graphics are decent but what really draws me into adventure games is story like those simple graphic games in the AGS site that managed to bring me to tears. Can't wait to see what story you come up with! : )

  • Sorry for the triple post everyone.

    Here's a SLIGHTLY IMPROVED version.

    https://www.dropbox.com/s/upvvhovlrnlwn ... .capx?dl=0

    Drag and Drop readjusts so you don't have to let go of the box everytime you want to shift axis.

  • These public file hosting sites are a pain.

    I should use DropBox more often.

    Here: https://www.dropbox.com/s/g7hvgyps92stw ... .capx?dl=0

  • Wait I better use another file hosting.

  • Drag & Drop doesn't work but I made one using LERP and Timers.

    Here you go dude: http://s000.tinyupload.com/?file_id=935 ... 9766445804

  • Use a variable for gravity.

    Here:

    Global Variable: GravVar = 0

    Keyboard ON SPACE KEY RELEASED

    GravVar = 0 | WAIT 0.1 Seconds.

    | Set GravVar to 1

    GravVar = 1 | WAIT 0.1 Seconds.

    | Set GravVar to 0

    GravVar = 0 | Set Player Gravity to 1500

    GravVar = 1 | Set Player Gravity to -1500

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  • How exactly do you use clamp? What does it do?

  • What a pitty that there's still no answer, I have the same question...

    Has the SCROLL TO function been implemented yet back in 2014?

    Today you can assign a random sprite to have the SCROLL TO behavior and assign it to whatever position you want. You can stick it to the player or use a LERP to have implement an effect that looks like it's "catching up" to the player.

  • Using your GV:

    Initially (or at Start of Layout) set GV to [X minutes] * 60.

    Every Tick | GV-dt

    If GV <= 0 | [Reward the Life Timer]

    I don't know what you mean by life timer but I'm assuming it's a timer of your player's life that starts at a certain amount and decreases?

    If so, you need more variables. Say:

    LT [Life Timer] = [Your desired life]

    IsRewarded = 0

    You would then add:

    If GV <= 0 | [Reward the Life Timer] Set IsRewarded to 1

    If IsRewarded == 1 | LT-dt

    If LT <= 0 | Set LT to 0 (So your life timer won't go negative.)