Sargas's Forum Posts

  • indeed... it's very annoying. however it only occurs when you're trying to place something in the last line of the eventsheet.

    You can't place neither events, nor groups in the last line when there is a subevent/subfolder in place.

  • I'm my experience, find a game dev forum/facebook group, post that you need a musician for your indie game, and ask them personally about their work fees regarding what you need. In places like that you'll find plenty of young talented amateur musicians, who are really willing to make video game music. I'm, sure you'll find someone with talent and a price range that you'll like.

    Also, make sure you like the work they do, they always have a webpage/blog with samples of their work that you'll be able to browse, so you know what you're getting into.

    And when you do find the right guy for you (lol), you reeeeeally need to be very specific about the work conditions. Including the work process.

    May the winds blow in the direction you're going!

  • My grain of sand, according to my own mobile struggle is;

    1) no to HUGE objects. (even empty space in a sprite needs to be calculated for rendering, so it eats up processing power anyway)

    2) NO to too many collision checks

    3) no to too many objects doing too many things at the same time

    4) no to unnecessary workaround processing. You need to think up that efficient formula every time.

    5) Separate things into different layouts if you can.

    the 4th point is really important to me. I'll give you an example from my own experience:

    I made a game a while back, and needed to show the final score after the game ended. and i wanted to be cute and re-count it in real time. For this i had made a formula so it didn't take too long to count when the score was too high. so i told the game to add a sqrt(totalscore)*3 to the final score counter. It did work, but the game had to calculate this for every time it added the fraction to the score.

    Eventually, since it wasn't very efficient, I added a variable to store that fraction given by sqrt(totalscore)*3. i just calculated it once, and then i added the variable, instead of the formula, to the finalscorecount thing. and the fps went from 5, to 60 in a heart beat. and i was so happy.

  • that is because when you restart the layout, the game has already been playing for several seconds.

    You need to make a custom timer.

    1) make a timer variable and set it to a value (like 240)

    2)every tick, while timer variable es greater than 0, substract 1 (60 ticks in a seconds, so it should take 4 seconds to subtract all 240)

    3)when timer variable is equal to 0 = spawn every 3 seconds.

    4) enjoy.

  • I don't know man, can you describe the overall design of the game? is it a top down game, a platformer, isometric?

    Depending on the view of the game, there are many different solutions you can use.

  • you can create an event "every X seconds", and just as it states, every x seconds it will trigger and start counting again. so in the case of a spawner, that should work,

    the problem Alyra had, was that he was restarting the layout and the "every X command" is not meant for that use.

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  • I had that happened to me a lot for some reason, Seems there was problem with the image for the splash screen in my case. So i opted to have my own, programmed inside my game.

    Try to export the game with all the defaults (icon, splash, etc), see if that works. If there's still a problem, see if your game runs on the XDK preview tab (because it should, if not, you made something terribly wrong in your program)

    Other than that, i doubt it's something from construct2, so you might as well take it up the ladder.

  • just make an event for it.

    i assume SCORE is a global variable, so: SCORE < 0 ; "insert desired action here"

    May I recommend that you take a look at the beautiful manual and perhaps toy around with the basic tutorials before proceeding with your game?

    Your inquire was really basic.

    much love.

  • if it's a top down game, the 8-move behavior can be set to set angle to the way it's moving on the properties panel. You could also create an event where: every tick -> set angle to mouse x.y.

    This is all terribly basic, i recommend that you read the manual and do the tutorials before taking any further step.

    cheers.

  • My little piece of advice, would be that, if this is indeed your first game, maybe you should start with something simpler?

    however if you're set on making this, maybe take some time to study the manual and tutorials provided by the developers and the community.

  • What i would do is to actually never destroy the player. When he is suppose to be "dead" i would take him out of the screen (set x,y), and when i want him to be back, i would set his x,y back to wherever i want to.

    This also allows you to manage better the instance variables of the player, if he has them.

  • well. for starters he called his game, a flappy birds clone, floppy birds...

  • well. for me cocoonjs was only useful for quick testing... soooo...

    its a shame the the crosswalk player isnt exactly failproof either.