Rory's Forum Posts

  • Very decent looking!

    The use of the tiles in the ice map could be better, its hard to look at because the background and ground messes with my eyes, making it hard to tell which is which on first glance. It should be more easily distinguishable.

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  • Can you post your events here so we can see whats wrong?

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • just put a sprite there, where the coin should be, and put the text beside it.

    If you want bitmap fonts

    construct.net/en

  • Yeap, for a feature like a timer, which seems like something a lot of games will need. There should be a behavior plug-n-play and easy to access for everyone.

  • Good idea, my project is filled with sprites I need to managing delete soon..

  • You can't create actual AI behaviors in C2 yet.

    But you can fake the AI by giving the object a series of logical things to do in response to what.

    Things that will be useful in making your AI navigate and avoid obstacles would be the distance() function. Just check if the object is within too close proximity from the obstacle, if it is, make it dodge it or jump etc.

  • Yeap, setting a variable to store a value you can call anytime is wasteful. Especially since you'll be doing it on every tick. Meaning it would just be an exact copy of the value.

  • This is good news, HTML5 is really starting to be more and more widespread.

  • I would, it sounds like there is a good market now, but I don't have a device.

  • or use an absolute value with abs()

  • I really want this, but I think Ashley said that this won't be one of the effects released with r100 though :)

  • I'm still excited for it, and I don't mind a buggy game, as long as the project can be re-exported with a future release.

  • Ubivis hahaha! that is clever.

  • Its very nice now! good job.

    EDIT: Would be nice if you didn't need to click so much :) like using motions to hit the ball instead

  • You pinned the weapon object to your platformer object right?

    Mirroring the sprite on flips the animation.

    You should create a second point for the platformer object on the opposite side, and when you mirror him, manually move to that point and mirror the animation of that weapon.