RayKi's Forum Posts

  • The game sure looks good, and I would love to play it. Unfortunately I don't have any devices to do it. Could you upload your game on dropbox or any other place so it can be more accessible?

  • I don't know what exactly you are trying to do, but the cast shadow function is better use for dynamics scenarios or games where the light source change places.

    Depending on what you want to do it'll be easier and have better performance if you just draw the shadows as part of the background or the sprite itself

  • Hi friend. When designing your sprites try to draw them always facing right.

    Use the rotate to direction can work pretty well with the set mirrored function depending on what you want to do, since you're only playing with construct 2 there are a bunch of cool stuff you can learn from those functions, just look for some tutorials here in the site.

    And yes, you can change your sprites and animations after developing the entire game. Usually when I'm starting a new project a use only squares, circles and other simple shapes and the actual design and animation I add at the last part of the game along with the music.

  • That would make a really funny and simple game

  • If you wanna draw the assets yourself, I suggest any image editor like photoshop, fireworks or even SAI. But if you are looking for free softwares I think Gimp is the best free one.

    But there are several web sites with free assets too if you don't mind using it.

  • I suspect you used the System's "Create object" action to spawn your projectiles. It fires only once, no matter how many objects currently in the SOL. You can either add a "For each enemy object" condition or replace the action by a "Spawn object" under your enemy sprite object.

    I didn't know about the spawn function. It worked perfectly, thank you very much

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  • Hello everyone, how are you today?

    In the game I'm currently developing there's this enemy that shoots projectiles upwards, and it's apparently working fine. The character keeps his idle animation until the player is on sight, then the character changes to the shooting animation and at a certain frame of the animation the upward projectile is created.

    However in this new stage I'm building I set a bridge for the player to cross, and under it I placed a lot of this enemies that shoots upwards. And as a result, some of them notice the player at the same time, start the animation at the same time, but the projectiles however are not created for every instance of the enemy.

    So, is there something wrong in my code? or is there a limit for the amount of objects that can be created at the same time? Or is there any kind of limitation in construct2 when it comes to comparing several frames of several objects? Anyone knows anything about that?

    Thank you very much for your attention

  • Give the locations and the objects different IDs. Just add a variable to the object with the name ID or any other thing like that.

    Base your spawns and locations on the ID's you gave your objects.

  • Looks awesome

  • Really beautiful =0

  • There's a behavior called LOS, or Line of sight. Check some tutorials about this, it'll help you a LOT to do this game

  • Unless they're running from the right to the left, on which case the camera should follow the one with the least X value

  • Instead of following the nearest, Just compare the x of both character every tick, and set the position of the camera to whatever character has the biggest X value

  • Well, you can do that in two different ways.

    If the player is overlapping the object you can compare player coordinates with the object coordinates and with this determine if the player is by the side of the object or above it or whatever.

    However doing this requires a lot of testing and your game my get little buggy depending on the size of the sprites and speed they're moving.

    The other way is to create invisible and objects and attach them to the visible object. Note that these invisible objects should be smaller than the first one, and they should be at least 1 or 2 pixels beyond the are of the visible one.

    So you will check the player collisions to the invisible objects instead of the visible one. If the player collides with the invisible object attached to the left side of the visible one... then the player is colliding on the left.

    This will make your codding easier and the game will run smoothly and with less bugs, whoever creating too many objects on a single layout will slow down your game performance

  • You can set the max and min value of the slide bar to whatever value you want, so set the min value to -20 or -30 I don't know exactly, and the maximum to the same thing.

    Not that 0 is the original volume of the sound or song you're playing so set 0 to the maximum of the slide bar depending on what you want to do.

    If you play a song on the start of every layout, a song will be played every time you change layouts, but this doesn't mean the song that was playing previously will stop.

    To avoid to songs playing at once, on the start of the layout, on the same condition that you start playing the song, create a event to stop playing the song that was playing previously.

    Just because the song is mute doesn't mean it's not playing.