Neozuki's Forum Posts

  • Your own website is best. ISPs give out some space don't they?

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  • For Each is like a loop which loops through the objects created. If you want conditions to be checked against each crate, you add sub-events. If you place events with the for each, it will do those to each crate.

    For Each (Crate) : Y = Self.Y+1

    • If Crate.Value('health') =< 0 : Destroy crate

    This would make all crates move down by 1 pixel, and if one were out of health, destroy it. The health part is a sub-event.

  • Reminds me of one of my most cherished childhood games: Glover.

    The concept was to keep the magical ball, normally a vulnerable bouncing ball, away from dangerous obstacles, but you could use magic to transform it to different materials to solve puzzles.

  • Personally, I rarely make games with characters shown from the side, but when I do I make my character directly in Construct, and end up with a very, very, very basic stick figure.

    The dust thing is something you will probably learn when you are doing animations for landing/jumping/etc, so you can line up little plumes of dust with the character's feet during landing/sliding or whatever.

  • You could also use specific instance-specific z-ordering, no? 0 is default I think, and you could set the z-level to say, -50 or 50.

  • Have it so it only checks to see if it's overlapping a solid below it, or else it will overlap things above it and just 'float' there.

  • I still don't understand why you have trouble with leveling up depending on your experience.

    Maybe I am misunderstanding your problems, but can't you just floor a division to see if you should level?

    if floor(totalXP/99) > currentLevel (or currentLevel+1 if you need 99 to reach level 2, 198 for 3, and so on)

    Below 99 will return 0, 99 to 197 returns 1, 198 returns 2.

  • In Sim Ant you could dig next to rival nests and dig through to launch surprise attacks. Play that game if you haven't, it's really fun.

  • floor(global('XP')/99) > global('Level')

    That might work.

  • I just copy the sprite and only leave the parts I want colored, and lock it to the sprite. You could also use separate animations, like red is frame 0, blue is 1, etc.

  • Cool! I'll look at it as per a (semi)-long-time-customer obligation.

    One thing stuck out though; the whole pay what you want thing. I really hope game designers are more grateful than gamers. If that indie game bundle says anything, it's that people can be dicks when it comes to supporting things they love, myself included.

  • Your decision must of been hard. Even though you can still strip down C1, or at least just rewrite it, I bet it still feels like a daunting task to even approach where C1 left off, though it may be easier.

    I think the devs expected a lot worse, but in my opinion (and others) this is exciting. People can still carry their games over ('good' design choices are invaluable, as made obvious by the first post). If Construct is free, then there is no way we could call you out. Even if I payed I doubt I would really feel like it was a **** move.

    Since I first used Construct, I haven't even touched another program designed along the same objectives, so all my boring, unfinished prototypes are 100% Construct-made. That (kinda) shows how much I value Construct, right?

    I am really excited about C2, and you can be sure you will have one more tester who will work for free, like our own little E-tribe. You give me an awesome product, and I give you my feedback.

  • I use a private variable called 'state' for things like this.

    State 0 for me usually means it just spawned, so I have a For Each, if state == 0, do setup things here. Then I switch the state.

    For you, just set the state to -1 or something if it's supposed to die, and have a if state == -1 and death animation is not playing, play death animation.

  • I used to always get this problem, even though I knew how to fix it. I would quickly make something and forget that I needed to add logic checks.

    Anyways, I think what is happening is that when you click, it's registering three times.

    I messed around with your .cap and set it up like so:

    add a private variable on the shop button called 'clicked' or something similar. default is 0

    On Click/Double Click and ShopButton's clicked variable is 0 and Gold >= 18

    do your gold subtraction, etc here

    set clicked to 1

    then to reset the button...

    On Mouse Button Released and ShopButton's clicked variable is 1

    set clicked to 0

    Once I did that, it worked.

  • Yes! I had a bad feeling I was just missing something obvious. Thanks for pointing it out for me

    Edit: Spoke too soon. Exactly how do I use an expression?

    I choose "Set Colour Filter" and choose "Custom Color", but how can I give it an expression when the fields only accept numbers. Perhaps I misread or simply misunderstood what you meant, but in any case I still don't know how to do this.

    Edit 2: Durr I could of sworn that I had tried that, but turns out I didn't! For anyone who doesn't know, you must right click just above the color, where it says "Filter".

    Although it did give me an error... something about JazzUpTellTaleButton or something. Not sure.