MrClifford's Forum Posts

  • Hey! Thanks for your comment. In regards to the release - it's still on track! Trailer will be landing within the next couple of days.. I made the trailer but had issues with the music, but this will be delivered to me in the next 3 days so I'll have an official release trailer for it.

    In terms of website etc no, not yet! It's one thing I really need to do in the coming days and to start building a social presence for the game.

    I have now finished 49 levels with 4 of the bosses complete along with cutscenes for storyline and enhanced visuals.

    Also added a respawn system for a way to monetise it, and to make it slightly easier for some of the more difficult levels.

  • Hello,

    A quick an easy way to create what you're after would be to create a global event named Score, or whatever you wanted.

    Then you will need to update the variable every time you score, so bullet > on collision with (sprite name) - (System) add 10 to "Score".

    We will also need a text sprite to show our points. We can then use the event (System) Every Tick > text sprite - Set text to "Score".

    This means every time your bullet hits an enemy, 10 points will be awarded and the points will update on the text sprite. Don't forget as this is a global event you will need to pop another event in to clear the current score i.e (System) On start of layout > (System) Set Value "0"

  • Hey man, the game I'm currently making uses similar physics to what your after.

    Little capx to show you another possible use of physics that allows you to visibly show the amount of power you are using.

    drive.google.com/file/d/13fcazC_bhYalOwP_6OlYqDFuyucOcRDW/view

  • Looks very nice! Curious into performance when there is 100x the sprites on screen?

  • After taking some time out of development I'm now knuckling back down to get this game done! Expecting for a Jan/Feb 2021 release window.

    Spent the last week refining some controls and adding inverted controls to cater for different play styles. By the end of next week there will be 30 complete levels with 3 bosses.

    Trailer video will also be ready within this 2 week period so stay tuned!

  • It all depends what you're trying to achieve. As I'm not 100% sure what your goal is I cant say!

    As its endless I would have though that when the pink bubble is destroyed you would want no more enemies to spawn and the game over event to start.

    If however you wanted the player to be able to destroy all enemies briefly as a special ability you could add a button that resets ever 10 seconds or whatever, then when the player clicks that all enemies are instantly killed

  • Sorry, I guess I had the wrong permissions on. Allowed you access though and hope it helped

  • Yes - just do Pinkbubble - on destroyed, then create a subevent System - pick all (sprite) - (sprite) destroy.

    But the enemies will still obviously spawn after this event as the spawnpoints are still there. If you want to destroy them all, create a family with spawnpoints and enemies, then you can alter the above code to Family - on destroyed, sub event - system - pick all Family etc

  • Yes, you'll need a trigger event I.e timer, on pressed button etc then system - pick all (sprite) - (sprite) destroy

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  • On my phone so cant really see/test much! Lower events were conflicting by the looks of it.

    Obviously not sure if that's what your after either - but sprite rotation can be sorted out easily enough

  • That video is a perfect demonstration.

    For the shooting you could add a turret. Here's a very simple capx of following mascot with a turret

    drive.google.com/file/d/1kbk3TDPopXrgIH50KHZIiydDSmnrcdTa/view

  • A simple way would be to use Pin - Bar Style (fixed distance). This will allow the mascot to be behind you at all times, even if your player changes direction

  • Hey nice little game that. Nice graphics and good, smooth gameplay. My only issue was with the fixed 16:9 aspect ratio, but assume that'll be changed before the final release!

    One other thing that may make the controls a tad more fluid would be instead of holding to power up your shot, make it swipe to give the user more control. Later in the game (where the metal things come) I was struggling to shoot over them to make them drop as I couldn't get the right amount of power. Probably one of those things that you get used to after playing it lots.

    Anyway, good luck on the final release!

  • Looks really good! Gameplay looks super smooth, loads of features and loving the artwork!

  • Got it - I was changing the wrong angle and focusing on trying to change the impulse direction. Was really simple - innerBall - Set angle to angle(Touch.X,Touch.Y,innerBall2.X,innerBall2.Y) + 180 and sorted. Thanks for the brain wave newt