Pixel perfick's Forum Posts

  • They are not drawn, as they are off screen, but as they are on the layout they need to be in memory and included in the game logic...

    Quite normal and totally necessary, for instance if an event said move player to tile at 12800, 10240 it needs to be there when you arrive...

  • I can't help you with this unfortunately, but probably not a good idea to put your IP addresses up for all to see...just sayin

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  • That's a game breaker for most platformers...

    Just a thought could you not place an invisible barrier to stop the jump short, that is only destroyed when player has required upgrade?...

  • As far as I just read nope..You need a C2 licence and once accepted as an official Wii U developer by Nintendo, a Wii U dev kit...

  • what your missing is direction...what do you want the enemy to do chase, run or stay still, when player corners it?

  • <sound of head hitting desk>

  • RookieDev it should still work, ensure you set your collision box above your characters feet and as lennaert said add a few extra frames to smooth it up...I will have a go at a capx tomorrow if you get no joy with it...

  • Seems the general consensus is that all is fine in collision cell land...

    Maybe it's just a coincidence that my game is NOT bottle necked, until I update, and my particular mix of events is unique in some way...

  • sorry I thought "adding the Walls object as a Obstacle" meant they were being generated at runtime...

    maybe a screen grab of your relevant events?

  • Without seeing the events it's difficult to be certain, but it sounds like the pathfinding is being calculated before or at the same time as the walls thus returning zero on a variable.

    Try adding an at start of layout condition to "test map" layout and create the walls there...

    On start of layout triggers will ensure that event is the first to be executed.

  • Do not take too much heed of lists like this...

    Do use your imagination...

  • Sorry not been around over the weekend

    In a streets of rage type game as long as there is no platforming involved you can give the impression of a "jump" simply by having your animation frames origin points lower than the base of your sprite, this would have an added benefit of keeping your Y position constant,but your character going up...

  • set a global "count" value at zero

    one event > Add 1 to global count

                create A

                set val to global

                create B

                set val to global

                create C

                set val to global

  • moxBorealis I'll do one of My three for now, maybe other two at a later date...

    To kick off, Williams Defender,http://www.youtube.com/watch?v=GdUlS_cSMoE

    should need no introduction or link for any gamer over forty the very name induces memories of trying to strim another game at Blackpool pleasure beach while mum plays bingo...

    For everybody else who calls themselves a gamer, you need to be slapped down by this 6x3 foot badboy...

    Simple concept save the survivors from the planet surface while beating off a clamor of alien attacks from all angles...

    What can we learn from this? Fear does not need a decomposing face!

    When a comparatively docile lander dragged one of the hapless humanoids to the top of the screen the lander transformed into a mutant that chased you down within seconds if you wasn't fast and accurate enough...

    Now that's fear...

  • They are probably being dragged together, rather than disappearing it's most likely underneath the new one, sounds like a picking problem, try adding "pick turret instance" nearest to mouse x y..may work...