RayKi's Forum Posts

  • There is no value for that. You can either set a extremely low value like -100 or set the sound to mute through event

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  • One thing that helps me a lot when developing the level design is making a list of everything that can be done in a level and in the game.

    Things like, how far the player can jump, maximum height and speed. All kinds of collectibles, power ups, enemies and mechanics.

    Of course since you are developing the game you know 100% of what your game has to offer, but writing things down helps to keep everything fresh and avoid missing details.

    Another good thing to do is play other games, but instead of playing for fun, try to see what kind of mechanics, enemies and power ups are common, and what would fit on your game. Of course don't only copy other games, improve everything you see and try to create your own rules.

    Another important thing is, don't be afraid of things that looks hard to do. Of course some mechanics or AI are harder to develop than others, but we are here to help you right?

    And then at least, with all your ideas fresh on your head, take a piece of paper a pencil and a eraser, and try to start to draw your stages on paper first.

    The flow and vision that you have on paper is way bigger then on the computer screen. You don't have distractions, wrong layers, don't have to waste time scrolling up and down or sideways , you don't need to zoom in or out, adjust anything. The canvas is clear and empty, just let your ideas flow.

    After that, you will try to copy the ideas from the paper to the computer and will end up changing everything, but at least you will have many more ideas on how to develop your stages ^^

  • Give each ball a ID, and create a variable to have the ID of the selected ball.

    Every time the player shoots check the value of the variable and spawn the ball with the same ID.

    Hope this helps

  • Yes.

    Create the condition "On any touch start" (if you want the object to be created as soon as the player touches the screen) or the event "On any touch end" (if you want the object to be created as soon as the player lift his finger).

    Then inside this condition you create the event system > Create object.

    Create object function takes 3 parameters.

    The first one will be the name of the layer you want your object to be created.

    The second and third one will be the X and Y of the object, in other words,it'll be the coordinates on the screen where your object will be created.

    Set x to "touch.x" and y to "touch.y"

    And that's it ^^

    hope it helps

  • It's because of your else.

    It's misplaced. Your code is being read " If enemy is on the left set animation to attack, else set idle"

    Move the else so it is conditional to the "Has object on line of sight" event and it should work ^^

  • Thank you my friend

  • Hello guy.

    In this last game I'm working on I set the layout to restard every time the player dies. However the game is being developed to be really hard, so the player will die a lot, what is not a problem because dieing has no bad effects except that you'll return to the start of the layout.

    That said, it's really bad for the game that the main song keep restarting with the layout. Is there any way I can keep it playing and restart only the layout?

  • After version r206 Web storage became Local storage. But they work the same way.

    You can read more about it here: https://www.scirra.com/manual/120/webstorage

    Glad I could help

    <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Create a variable for that.

    After the collision assign a random value for this variable. Something like

    On collision with object > Set var to int(random(10))

    After assigning a value for your variable set a condition activating the group you want for different values.

    For instance

    Variable = 0 > Activate group A

    variable = 1 > Activate group B

    Variable = 2 > Activate group A and B

    Hope this helps

  • Both local and web storage are objects. You create them just like you create a sprite. If you can't find them at the objects menu try to update your construct version

  • Open your game, then go file and click on save as a single file. A Capx will then be created. Store that Capx on a public folder on your dropbox account, then right click on it and select "copy public link". Paste the link here ^^

  • Hey fellas, quick question.

    When I create a Touch object and use it's functions I can test it on preview by using the mouse.

    If I export the game only with touch objects will I be able to play it with a mouse just like in the preview? Or should I have a mouse AND a touch object in the same game?

  • Hey there. Your code is not working because the game keep updating the size of your sprite, and every time the game resizes your sprite it put it back to its original position.

    At the group "Layer" you have 3 events that happens depending on the value on the UILayer variable. Along with each of this events add another condition system > trigger once while true.

    It'll solve your problem

  • That's a really good question :0

    I liked the way you think my friend.

    Well depending on what you want to do, you might want to use the persist behavior just like VonFirflirch said.

    Or you can use the web/local storage to save only particular values.

    There are several tutorial about this that can teach you a lot. Give them a try and come back here to tell us how the game is coming up

  • Well, you could try, and I again TRY. To create the body and limbs of the stick figure as separated objects and try to make them work together... although I still don't think this would work properly.

    You can however make ragdoll animations, and change the object physics every time it gets hit.

    But I think for this kind of effect you should try using Adobe Flash or something o-o