Pixel perfick's Forum Posts

  • Not 100% sure of your requirements,ie are the rocks an even size?,does the width change if they are animated,is there a max or min gap size?...but will try to help

    Maybe try an invisable sprite,that is placed invisably into position first,then once seated with no overlap,create your rock at the invisable sprites position,then destroy your invisable sprite...that may work...

  • I have not loaded or looked at your capx,but if your score is still going up,You must have a condition similar to:-

    every 1 second...add 1 to score

    so all you need to do is add

    player sprite is on screen

    every 1 second               ....add 1 to score

    so when your square is not on screen your score should stop rising...

    hope that helps.

  • Coming from classic myself,I have been caught out by C2's love of floats a few times...lol.

    If your other uses have been in regard to plotting x/y and you have pixel rounding on then that may explain why it has not surfaced yet..

    Glad to help.

  • silver

    Have you tried int(random(5)) as unlike classic,C2 will not return an integer automatically?....

  • Hi,I don't want to report this as a bug,unless I am 100% sure it is a bug...and also I cannot reproduce the problem at will...

    But has anybody else noticed that animation frames are sometimes duplicated in your animation,and your intended frame or frames have gone completely?

    It has happened to me a few times recently,with me putting it down to being tired,mistakingly deleting/duplicating a frame ect,ect....but I am sure this is happening.

    Luckily I am backing up my graphics frame by frame,but if I lost hours worth of work for this I would be fuming....

    So anybody else noticed mysterious duplicated or missing frames??

    Running r120.2 on windows XP professional.

  • Wow,great artwork,and the sound fits perfectly...very tranquil feel to the whole game...very well done indeed...I'd say this was very marketable...

  • I think you have managed to capture that 1990's arcade feel very well indeed...great character and animation,with that learn by error learning curve....

    The fact it's such a personal game could detract a little...but only to anyone who isn't called Maddi,I suppose!

  • Wrangler your game has the same ooky perspective as mine...I wasn't 100% sure if it worked visually,but yours has convinced me it does,Dungeon buster is looking mighty fine there!

  • In answer to your initial post:

    "How do people know how to model the legs and arms?"

    They know because they have either a natural talent for it,or more likely,they have practiced and learned their animation skills.

  • Lol...that is one mad game...well done!

    I think it would work better with standard 8 direction control though...

    As the asteroids style rotate and thrust can make it a bit frustrating...

    The harder difficulties are just crushing!!!

  • I can't believe some of the above...with the free version,You get a fully functional game development tool.....For free!!....

    And the personal licence allows you to earn ?5000,if you want it for commercial use....that is a steal...

    Is the fact that you think the full version is too expensive,that feature wise,there is not enough difference, between the personal and free version maybe?...

    If so that makes me wonder if the free version is over featured for the price....

  • bit difficult to know exactly what you need but...

    depending on if your player is changing angle with the controls or its an animation

    player is on screen.....set bullet to player.angle degrees

    player fires bullet

    trigger once

    or

    player compare animation frame is 1,2,3....set bullet angle accordingly

    and when mirrored simply

    player is mirrored...set bullet angle to direction you want...

    does that help?....

  • Glad you got it working,happy to help!

  • A good way is use delta time to set your "waits" and "stuns"

    set your enemy/enemies an instance variable,lets call it "pause"

    enemy variable "pause" equal to 0......do enemy stuff (normal behaviour so have it set at that to begin)(start movement)

    ok now if your enemy is hit

    enemy on collision with player shot....set variable "pause" to 1(stop movement)

    enemy fires for first time>...set variable "pause" to 3(stop movement)

    enemy "pause" equals 2>.....fire second shot(stop movement)

    now this is the waiting bit

    eneny variable pause is greater than 0...enemy subtract 0.5*dt from "pause"

    because after firing it is set to 3 it will cout down creating a pause then hit 2 and fire again

    using bullet behaviour just set the bullet speed to 0 to stop and back to default when you want movement again...

    You can play about with the 0.5*dt and numbers to set your wait time.

    hope that helps...ps: using wait is not the best way as i think you realised....

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  • Semo this is a great game considering it's your first!

    I like your attention to detail,and it's clear you have put a lot of thought and effort into this,the menus,weapon systems and alerts are all very well done.

    I think the features you have planned,would make this a game something pretty special.