rekjl's Forum Posts

  • If the character is able to walk through the enemy, than which enemy is going to be the one that moves closest to the character once it passes a few enemies.

    Example: This is the order right now

    Character - enemy a - enemy b - enemy c

    Obviously everyone follows enemy a

    Character moves and now the order is this

    enemy a - enemy b - enemy c - character

    Do they follow the previous order? Enemy a go after character with b and c behind it, or does it change order and c goes after character, b goes after c and etc?

    Character moves again and now the order is this

    enemy a - enemy b - character - enemy c

    Since your character can move past enemies, what happens in this situation?

  • Will your characters also only move in one direction? From right to left? If so, than there is a much simpler solution. Using containers as collision detection.

    Create a sprite to be used as collision detection, with the size based on how near you want the groups to be before they stop. Than use a for each event, for each group that is not overlapping that container, move left. This way, all your groups will continue to move left as long as there is not another group with its container there blocking their way.

  • If you want group b to reach a certain position in relation to group a's position, the only way is to calculate that position and have group b move to it. For example, you want group b to always be 50 pixels to the left of group a. Every 0.5 seconds (use less computation power), set Variable1 to groupA.x +/- 50 (depending on whether you want it on the left or right based on group a's movement). GroupB x is not equal Variable1, groupB move to position x = variable1. You could create another variable and use the same process for groupc based on groupb, and etc

  • If you need to spawn 5 enemies each time, you could use the For event and have it repeat 5 times.

    If all enemies are only moving on a flat ground, it is quite easy, just have all of them use platform behaviour. Use a variable to determine which direction the first enemy is moving in, if it is to the left, set var to 1, to the right set var to 2. Set var to 0 to have them all stop. Than have all the other enemies movement follow the variable.

    To select the enemy at the most left or right, you can use the pick function to pick either the one closet to the left or the right edge of the screen. This way once an enemy dies, it will pick the next one closest to it, and you can apply the same var and logic to it.

  • Ashley, haha yes I guess it is almost impossible for Flash to just be considered obsolete, and I'm sure Adobe is working on a fix or something to replace it. It is definitely a win if other browsers all start taking html5 that much more seriously.

    Nice, if Shumway gets more exposure and support, this will also be a great benefit to all of us here as browsers will get another reason to go html5.

  • I'm pretty sure all the games featured at the frontpage has passed the 5000 mark.

  • Looks like major companies are going to drop Flash soon. Chrome is one of them, citing security loopholes they were recently made aware of. I am not sure about the other alternatives for Flash out there, but do you think this might force many to reconsider and better support html5? Could this be the big break html5 needed?

  • imaffett, thank you, this update is really a big step up. Like shinkan mentioned, the biggest improvement when testing out my game, is that previously when the frame rates drop to mid 50s and below, it stutters very visibly. Now, even if it is at low 50s, the stuttering is very minimal. That makes the game so much more playable. As for fps, there is a slight improvement, for my game it is around 5fps.

    Again, thanks, this was a great update, can't wait to see how much more Intel XDK can improve in the near future.

  • Game by:

    Your Name

    Design By:

    Your Name

    Music By:

    your Name

    With Help of:

    your Name

    Your Name

    Your Name

    your Name

    Your Name

    Your Name

    Hahaha just brilliant! That's one way to make sure the players remember your name!

  • That's weird, I am using R206 and the lock layer feature is still there.

  • First of all, in C2, run a debugger and check how much cpu and memory it is using. If it is high, there is your problem. As the others mention, depending on your phone's spec, it could overheat faster than others if it is having to use extra processing power to run the game.

    In the debugger, compare it during all the phases of the game to see which area needs some code efficiency.

  • Really beautiful art Piplay! Hope you get some good request soon. Best of luck!

  • I think you should post a link to your portfolio, at least to give interested parties a look into your art style. That should help your project rate I think.

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  • Create a global variable to keep track of your bullets, and use a text object to display that global variable.

  • Happy Ramadan to all of you guys.