pedroRocha's Forum Posts

  • Thanks

    I really wanted push the idea of "Good things come in threes" with the 3 player requirement. So you can kind of manage playing solo, but soon you're thinking "this would be better with more people", you know? I think it's a fun take on the Jam's theme.

    You're right, I totally forgot a restart/replay button. I posted this game like 10 min from the final deadline (or so I hope, bit confused about the time zones). Total rush

  • Super sleek editor. Really nice.

    You know, it would be a nice addition if you made it so that the wall tiles automatically rotate and change to match the ones around them. something similar to how automatic tilemaps are done. With this the Arrays to store the map could become even simpler as well.

  • That's impressive. For a moment there I thought it was an multiplayer game. I've been researching pathfinding for platformers and just can't get my head around it. Maybe you could write a tutorial? It's pretty hot topic around the foruns.

  • Hate to make one of those "please play my game" kind of topics... But would please give me some feedback? <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Its a 3 players game, inspired on those giant robots from Power Rangers. The catch is each player is in control of a different limb of the robot, and they must work together to fight the monsters on screen.

    It's pretty rough around the edges. Especially the lack of sound bothers me. But I'm glad to have at least a working prototype.

    http://www.newgrounds.com/portal/view/694185

  • but who has time for arcade page? its tedious and hard work ... i bet scirra team will fix it.. but its not a serious life threatening matter at this point, the opposite actually, it has good serving service as it is... more content, more pages indexed, more people typing game in google, more being driven here etc etc... simple SEO.

    I agree, not a life threatening matter. Of course the main service is really the Construct engine, the Arcade is more of a service on the side. It's not like you can't post straight to Newgrounds or something if you prefer.

    I'm staring at the Arcade right now, and I think things may be already improving on their own. At least i'm not seeing any "games" that's just a stolen image of Naruto with some pink square going side-to-side...

  • The lack of quality kinda concerns me too... Feels like it hurts the more polished games by association.

    Perhaps some sort of "Testing / Experimenting" category would be the best way to go, since that's what most of those crappy games are, just someone testing something. Sometimes just testing the Arcade itself, really.

    And having that category ticked by default when someone uploads something may be a good idea too.

    I posted a kinda crappy game myself, to be honest, and I think it should not be competing in space with the more robust projects. I would use that "testing" category if there was one.

  • Cant run your capx right now as I don't have the right version of C2. But maybe you need to add a "wait 0 seconds" somewhere, as in:

    • box on created | spawn star

    __________________ wait 0 seconds

    __________________ move star to box position

    __________________ pin

    Construct can't handle doing somethings with objects that were just created, so we need to do that wait thing.

    i dunno... hope it helps

  • Sounds like a situation where a Container would be easiest solution. If the Star is in a container with the box, they will always be created together and destroyed together.

  • Oh, I think I get now.

    If you want the object to spin around itself, independent of it's moving angle, you'll have to use "Move at angle" instead of "Move forward". Like this:

    Then the object will always move toward the player, no matter where it's facing.

    Also, remember to use Delta-time

    https://www.scirra.com/tutorials/67/delta-time-and-framerate-independence

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  • Looks nice.

    You should put that in the arcade. Even if just a "demo" version. Bet it would get a lot of attention there

  • If I understand correctly, you want the enemies to face the player and than chase him?

    My favorite way of doing this is giving the enemy both the Turret and Bullet behaviors. The Turret will handle rotation and Bullet will give its speed. Perhaps the coolest thing about this method is that you can give the enemies sort of an "awareness area" by changing the Range propriety in Turret.

    And then you can have some other events to enable or disable Bullet, to make it stop when it reaches the player, for instance.

    https://dl.dropboxusercontent.com/u/391 ... chase.capx

  • I think is actually that part that say "If arrayTextos X size > 5 | pop front on X axis" that would create the effect you want, Mirlas. The idea is that when the text has to many lines already (more than 5) just delete the top one. Try playing with smaller numbers in that command to see what I mean

  • I know he's put a lot of work into it but i would have to advice anyone against buying this plugin at the moment.

    Support is non existent, i've asked questions that never get a response.

    There is no documentation.

    The few examples that come with it use deprecated commands.

    Yes it requires some understanding of 3d, which i have, but its still all just painstaking trial and error of each command, of which there are many.

    Last I heard QuaziGNRLnose was upset with the limitations for Plugins in Construct 2. Interaction with Q3D is cumbersome because of this. Maybe he's (she's?) waiting for Construct 3 for a overhaul.

    And I REALLY hope that's the case, cause I'm learning to love this plugin, even with all limitations it has. I tried looking up what it would take to make a 2.5 D game in Unity and, God, what a pain. There's really nothing like C2 event system out there. I'd rather have limited 3D graphics in C2 instead of a powerful 3D engine I can't handle.

  • I'm out of the loop. Is there still a limit to how many Lights you can add to a layout? It used to be just four or something.

  • ,

    1. there's a 'collider' fit and a 'model' fit option, are you sure to be using the right one? Also, since different programs handle 3D axis their own way, it's a common problem if you had to turn your model upside down before exporting it.

    2. If you set the 'Material type' to 'Basic' (all the way in the bottom of the proprieties box), the model will be always fully lit. You won't even need any lights in the scene. You can also create a Q3D Light object and set its type to 'Ambient' if you can't use the Basic material for some reason.

    3. No idea :p

    purplemonkey , the only thing I can think of is you have to remember to NOT minimize scripts on exports. I'm always forgetting that myself