MPPlantOfficial's Forum Posts

  • Will try that one too thanks.

  • Will check it out when I get home. Thank you.

  • Hey guys, I have a few questions about arrays.

    I finally figured out how to use the .CurX thing but now I want to SCRAMBLE the values within the 100x1x1 Array.

    Maybe you could also create the array to begin with to contain 1-100 such that NO VALUES ARE THE SAME.

    Here's what I've done so far. I'd really appreciate if someone could edit the capx. : (

    Thank you, guys!

    http://s000.tinyupload.com/?file_id=684 ... 1934327323

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Yes. It's possible.

    Divide your sprite into different Sub-Components, put them into a family and apply the Sin behavior to the family.

    You would then have to decide which part of the family would have the Platform behavior, just set all NON-PLATFORM family members to the position of the platformed member at all times.

    This is what it'd would look like ideally:

    Subscribe to Construct videos now

    Check out the exploration and battle parts of DARKEST DUNGEON.. You'll see the characters' body parts all use a sine behavior to achieve the breathing effect when the characters are idle.

  • You can't make a truly boundless layout but you can displace sprites and appear to make the layout boundless artificially using a MANUAL WRAP function.

    Check out this video from Street Fighter:

    Subscribe to Construct videos now

    Notice there is a limit in the 3D space as well but look at how they work around it.

  • He overlapped with a SOLID object

  • from what I can tell you really only need to put in the event-action for the

    is touching the fire button = fires bullets

    function and that should get you covered.

    Now HOW the bullets is fired is another story.

    is touching the fire button = fires bullets should fire a bullet once.

    > is touching the fire button = fires bullets

    | every 0.2 seconds should give you rapid fire.

    Now you can create a separate function for movement and you should be good.

  • Considers the mechanics of a poo inspired Bejeweled.

    Match Poop of different consistencies.

    Coiled up Dog Turds, White Bird splatter pellets, Bat Guano stuck on walls, Rat sh.....

    Fun for the whole family.

  • Hey guys, sorry for the Necromancy but any existing CAPX for this ?

    Seeing as I don't really have much of a choice, my preferred gaming keyboard is the one that comes with my Laptop.

  • IT'S HOPELESS.

    EVEN IF

    you manage to keep all your files 100% safe and secure, if it's a hit you're guaranteed to have some random scum of the earth clone your game using other means, maybe programming it themselves or buying existing assets.

    That's why some "new" games you see everyday are like:

    -A Candy Version of Bejeweled

    -A Cookie Version of Bejeweled

    -An Egg Version of Bejeweled

    -A Poo Version of Bejeweled (Hell, for all we know Bejeweled Itself might be a clone of some other existing game.)

    -A Plane version of Flappy Bird

    -A Non-Pixel Art version of Flappy Bird

    -A Dragon version of Flappy Bird

    -A Rooster/Hen/Quail/Peacock/Flamingo/Hummingbird/Ostrich version of Flappy Bird

    -A Flying Winged Segmented Turd version of Flappy Bird

    Your only hope is to create a game, launch it, get lucky, make another one...

    EDIT: CONFIRMED Bejeweled wasn't the original Match-3.

    Source: https://en.wikipedia.org/wiki/Shariki

  • You could also ADD ANOTHER ANIMATION for that sprite and use the global variable to change it to your desired one.

  • Are you testing this on a phone? If yes then 288mb is WAAAAAYYYY too much.

    I had the same thing come up in my first game months ago. Ideally it should be less than 100mb. Go for 30-50mb.

  • I saw that but to late. I edited my post.

    Hey sorry to bother you again but I'm having a hard time implementing the whole pickedcount thing.

    I tried to set the Sprite2.Raycount variable to laser.pickedcount but it's only displaying "1"