Ne7herM0St's Forum Posts

  • basically I want to make a game that uses old style graphics for mobile as well as web browser. but i feel like if i just make small 16,16 sprites on a small canvas or something it will look bad. what do i do to make this look good?

  • Either you attach the same event sheet to every layout in the layout properties, or you give every layout their own event sheet and include the "engine"-event sheet..

    Including the engine event worked great, thanks ^.^'

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  • I'm making a game with multiple different game modes, but aside from a few things they all operate in the same way. How do I make it so every level uses the same engine, and then select parts of the code depending on what level it is.

    In other words, with 2 game modes, one that times the player and one that counts deaths, how do i make it so if they choose the time version, when they win it takes them to the time layout, and on the deaths one, if they win it takes them, to the deaths layout, without copying the player control event sheet for every single level?

    This is hard to explain XD

  • Pretty sure it's in there. It's a system value.

    That works quite well, thank you

  • You could use the wallclocktime expression to get a time unaffected by time scale. Store the wallclocktime when the timer starts, and compare the current wallclocktime to the stored value to determine how much time has passed.

    Alternatively you could you make a family of objects to be slowed down, and set the object time scale for that family instead of changing the global time scale.

    I can't seem to find the wallclocktime anywhere.

    Also just setting the player time scale didn't seem to work, he still flies around the screen at normal speed

  • Basically theres a timer in my game, that goes up by 1 every 1.0 seconds, but the player also has the ability to make time scale 0.1, but this also slows down the increment of my time variable. How do i make it so time goes up by 1 every real second? so that even when time is slowed, it still counts normally. I tried making it so when time is slowed it adds 1 to time every 0.1 seconds, but if i spam the slow down ability it add basically everytime i use it, making the time incorrect.

  • Is this a paid gig or not?

    If the answer is yes then contact me at

    And we can go from there

    Daniel

    WRGFX

    Sorry, i got a head of myself, I actually have no idea where I'm going with this game XD so I dont want to pay for art, at least not yet haha. My bad

  • says it all in the title, I need some 2d pixel art done, as original as possible, basically just nothing that looks like your "average" 2d art.

    Think Braid type style. Its 2d art but pretty original, thats what i mean lol if that makes any sense.

  • Did you see the infinite jumping example?

    Could you tell what about that example doesn't meet your needs?

    Mainly the issue is that the boxes have physics, so i need a way for the new boxes to not start falling when the ones under them get deleted.

  • I'm making a game where blocks fall from the top of the screen and you have to avoid them and climb them to get as high up as you can, but since i dont want to make a layout with like dimensions of 1280,99999999 XD i need to do the endless runner type thing and have the objects move down while the player stays in the same 1280,720 area. but how do i make it so when the player nears the top of the screen, it moves all the blocks down? this is hard to explain XD does anyone know what i mean?

  • I can manage making one for one enemy, but if there are multiple enemies on the screen it tried using the same object for all of them. How do I make individual health bars that follow the enemy around?

  • [quote:2did08fk]do you mean a .capx of the project im working on with the ad Unit ID on it?

    It probably doesn't need to be the capx file. C2 has a snapshot function. Highlight the segment with the ad code portion, then paste the image here.

    how do i do the snapshot?

  • >

    > > then be sure that you have set Test Mode to false

    > >

    > it is, i think i might have fixed the issue but now intel xdk is giving me problems.

    > When it exports projects is supposed to add 6000 to the x86 version number and 2000 to the arm version number, however it isn't doing that so the version number is lower than my old one,which stops me from uploading it to google play.

    >

    > EDIT

    > Nope it still doesn't work :/ everythings set up fine as far as im concered...

    >

    Can you provide a capx example from your ads code? Otherwise it's hard to say where the issue comes from.

    Regards

    do you mean a .capx of the project im working on with the ad Unit ID on it?

  • One way to do it is to spawn it at the player(or some other on-screen location), then use the "move at angle" action with a random angle to move it off screen in a random direction.

    Eh that kind of works, but theres 2 problem with it:

    1) No matter the speed, the spawned object shows up on screen for like a frame, which is noticeable.

    2) the spawned object is meant to be destroy when it touched the object its spawning from, i get set variables that toggle when it's spawned so that it isn't destroyed, but if anther one touches the object thats spawning them while one is being spawned, it wont be destroyed, thus creating a bug.

    EDIT

    I managed to fix that first problem just by moving to different layers

  • then be sure that you have set Test Mode to false

    it is, i think i might have fixed the issue but now intel xdk is giving me problems.

    When it exports projects is supposed to add 6000 to the x86 version number and 2000 to the arm version number, however it isn't doing that so the version number is lower than my old one,which stops me from uploading it to google play.

    EDIT

    Nope it still doesn't work :/ everythings set up fine as far as im concered...