PixelRebirth's Forum Posts

  • Okay, seems like you'll be making good progress on your game.

    Regarding the function object:

    Basically a function can be any event. But it will only be executed, if that function is called.

    So you can have an event like this:

    +On function "End"

    Close application

    then you can use any action to call the function and end the game. Of course it's a very bad example, since you could always just use a close action anywhere. But maybe you get the idea.

    You can also call functions after delays and make a function remember/forget picked objects, which can be very useful in certain situations as well.

    Anyway, good luck with this project. Keep us updated!

  • I like games that are about transformations!

    So I took a look at your cap.

    I completely changed over the events so it works now with buttons like I assume you wanted to.

    For the buttons I just used sprites on a non-scrolling layer with a PV that holds the name of the animal you will be transformed to when you click it. Then a function of the same name will be called. I don't know if you were aware of the function object yet, it's a very useful thingie!

    I put all the creatures (Man and Ferret) in one group called Animals, makes things easier. Also you didn't seem to be aware of the Invisible on start setting, which you can just tick for stuff like the player hitbox for example.

    Oh I also added the Mouse/Keyboard object which you need for many things. In case you didn't notice yet, you need to add this one manually.

    Well just take a look. I hope this will help you out a bit.

    EDIT: I almost forgot: download changed cap

  • Cool somebody is using 3D Boxes!

    Some of the stuff I noticed:

    • When I read LMB was used for shooting, I automatically assumed this game had free mouse-controlled aiming. Which obviously it doesn't. So why no key for shooting?
    • Player has no variable jump height (jump sustain), but I want it!!!!
    • Since you're using 3D Boxes some of the things that block your movement actually appear to be in the background. It can be quite distracting.
    • I personally never used 3D Boxes yet, but the collision with the player on top of those buildings seems off.
    • Needs BIGGER robots!!!

    Also, does this have some sort of background story? Your website is in russian or something similar and confused the hell out of me...

  • Sounds very cool. And I'd join in a heartbeat, but I have to attend some family celebration this weekend.

  • Very nice! Though... Why is Mega Man there?

    You can all blame SuperV for that. He refuses to playtest anything without Mega Man in it. He's such a nerd.

  • Those tanks look absolutely sexy Nowon!

  • Messing around a little and I got it working better! I finally got the screen to scroll normally in the castle! This will take some time to get down though. Variables are confusing sometimes.

    See. Messing around is always the best way to roll.

    (if you don't know what I mean by Peach's float ability, I could look for a video of some kind to help demonstrate it better)

    Are you actually implying that I don't know SMB games?

    Not only do I exactly know what you mean by Peach's float ability, I could also tell you the color of her panties!

    My first attempt at making her float just gives her some kind of uber-float that lets her soar endlessly horizontally, unable to land...

    Well, you could keep her VectorY at 0 for a certain amount of time, no? You could try something like that. I can provide an example if needed.

  • Another one:

  • I believe this is a pretty nice example. Although many people have some software installed, which gives any hash value by just rightclicking a file and going to properties. Still it's better than no protection at all I guess.

    I know how it's supposed to work, but when I made a build, I could change the values like I wanted and it always said "hash values are a match". That was kind of confusing. But then I looked at your cap and I realized the way you set it up it would just change all values to 0 and recheck then. So you always get the positive message... a bit confusing as I said.

  • Wow, this is very beautiful indeed!

    With a variation of different bugs and challenging levels this could become really awesome. I want to see more!

    Oh, the running backwards thing looks a little awkward, especially when you're not shooting.

  • Honestly, I have no idea how you wanted it to work with the events you had in there, I'm sry.

    A better bet would be to put all the letters into one single sprite. You were using Tiled Background objects for no apparent reason btw. You should use sprite objects for the arrows as well.

    So all your letters are in one sprite object, all different frames of one animation. Now you set the animation speed to 0, so it won't change the letter on it's own. Then you can use the events to cycle through the frames.

    Just have a look at the cap: ABC

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  • Add a global variable in the project bar. Name it "Lives".

    Now add a text object to your layout, go to the event editor and add a set text to Global('Lives') action in an Always event.

    I'd suggest you check out the Ghost Shooter and Platform School tutorials (also the tutorial section in general/the tutorial section of the wiki). There you can learn a lot of the basic stuff.

    Tutorials

  • My main problem now is how to make the player appear in a certain place upon switching layouts.

    Well how are you trying to achieve this atm? I'd simply put a dummy sprite where I want the character to appear and set the player to its position on startup. Pretty simple I guess.

    Going back would work the same way. Have a dummy sprite at the castle door to let the player reappear there. If there are multiple of these objects in a layout, you could use a global to decide where to appear (a global matching a PV on the dummy sprite). That global would be set in the previous layout of course.

    Hopefully that's already enough info for you to work it out.

  • Well you don't actually need all the sound files to run the cap.

    It looks like a decent start for a tank game. Although it appears to be pretty hard.

    Some suggestions:

    • No decceleration if you don't hold up/down key. Like in realistic war games, where you set the acceleration handle of your tank and it stays there.
    • The tank bounces too much for my taste when it hits an obstacle.
    • Mouse-controlled turret would be very nice.
    • Some kind of smaller obstacles which you can crush with the tank, but will slow you down a bit.

    If I'm not mistaken your tanks are at all times aware of the presence of the player. You could give them some kind of range or line of sight and give them a path to patrol, if they can't see the player. And let them only shoot if they are in range.

  • I have no idea how to go from one Layout to another.

    Use this action:

    <img src="http://i25.tinypic.com/263k1n6.png">

    And always be sure to name your layouts properly and call them by name and not their number. Will avoid a lot of confusion.

    In my Mario game, Mario appears in a different place based on where I enter the castle from (I lazily set it so pressing up anywhere in front of the castle makes you enter) and sometimes there's two Marios! The screen also feels like not scrolling after going between layouts sometimes.

    When you're simply using the action above, stuff like this shouldn't happen. Remember to include the needed event sheets in all the layouts (like player animation, your scrolling... etc.) And you may need to set certain objects (like the player sprite) to global, so it can be accessed in every layout. If you're still having problems with this, you know the deal: share a cap.

    That way I can see exactly what's going wrong.