RayKi's Forum Posts

  • I tested your example and it seems to be working o-o

  • ONE DAY? Wow dude! that's really impressive! It's a really fun game.

  • I think there is a plugin for that. But I surely would like to know more about that.

    So up you go.

  • You are constantly spawning different objects at the same place over and over again depending on the position of the mouse.

    What is it exactly that you are trying to do and it's not working?

  • See if this helps: https://dl.dropboxusercontent.com/u/183 ... ample.capx

    Click left or right to move it, scroll up or down to change the size of the worm.

  • 1. I will say it's better to have a different sprite for each new type of monster. Of course this will take a little bit of the size of your game as well as your game performance, but the difference won't be that big and having different sprites will allow you to use different instance variables and behaviors, giving you more freedom to create many kinds of monsters but it'll also be easier organize your code, and if you ever need to apply the same event, behavior or variable you can always use a family for that.

    2. You can try to use the Local Storage to save all kind of data from a layout and then you can load all of it when exiting the menu layout... terrible idea.

    Or you can save the game through the save function, and then you save on Local Storage the menu information. When you call the load function the game will load exactly how it was at the moment you saved it, so you can use this to return to the same layout position and condition and then load the data from the Local Storage to apply to the layout the changes made at the menu... Better than the first idea but I still won't recommend it.

    So yes, the best thing to do here is use the menu in a different layer. But don't worry you won't need to redo everything. Instead just set the layer from the menu layout as a global layer. Then at the game layout you create a layer with the same name and you are good to go. The only thing you will need to do is transfer the codes from one event sheet to another.

    Hope this helps o/

  • Add the physics behavior to the platforms too. A physics object can only interact with other physics objects.

    Remove the solid behavior, add the physics, and toggle on the Immovable attribute so the platforms wont fall.

  • Looks AWESOME! Can't wait to see it done :0

  • It's quite simple actually, but you need to do some calculations.

    Here, I made a example for you, hope it helps t clear things up: https://dl.dropboxusercontent.com/u/183 ... ample.capx

  • Speed Ball is an awesome game dude. I would like to see these remake of yours

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  • "On collision" is a trigger and a two triggers cannot be fired at the same time. Try using "Object is overlapping" instead

  • I think that a bullet behavior would be better to move objects, when I think about parallax I think about backgrounds. But it really depends on what you are trying to do.

  • You need to add to the enemy the "platform" behavior. Disable the default controls so the player won't be able to control or interfere with the enemy movements, then at the event sheets add the condition on which the enemy will jump, on collision with something, when it sees the player, every x seconds, idk. And then just simulate enemy jumping. If this doesn't work try to check the conditions on which the enemy is jumping, or the jump strength or the gravity.

  • The size of the layout is the white canvas, you change its size at the layout properties menu. The size of the screen however (which is the dotted retangle) you can change at the project properties. Just click at your project folder at the menu on the right and you'll be able to see it.

    About the goal thing. It's quite simple, all you need is an object to be your goal, it can be a castle, a door, a sign, a flag or even nothing. Just place a invisible object at the end of the layout and it shall do the trick.

    Set a condition to trigger when the player collides with this object, then you can either call the function "go to next layout" or you can use "go to layout "name" ".

    Hope it helps