srcarr1515's Forum Posts

  • 7 posts
  • Gotcha, will do, on the next build I'll include some more information... Thank you for the feedback.

  • https://hardresetgames.itch.io/warp-corp

    I'm looking for the good, bad and the fugly (at least in regards to this prototype I've posted on Itch.io)

    Any feedback you can give me will be helpful, even if it is delivered via cryptex.

    What I'm primarily looking for is reactions to the gameplay/mechanics, controls, and general impressions... The graphics are simple primitives, so by all means knock 'em if it helps you get through the day, but it won't really help me hone the game's mechanics into a finely polished system.

    Thanks again!

  • In my game, I have it so whenever you touch and area in the level your character will walk to that x,y location.

    You juggled multiple characters at once and would like to have it so you can tap on one of them to select it and then tap somewhere else to issue a command to it. Unfortunately when I tap on a character to select it, the previously highlighted character will walk to that point.

    I would like to have the characters walk to an x,y location when pressing anywhere except tapping other characters.

    I've tried to invert the function (Touching Object, Character Sprite) but that hasn't yielded any positive results.

    Is there something I'm overlooking... Can I have it so the touch command ignore objects beneath other objects?

    Any help would be appreciated.

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  • Not using physics behaviors. I'm attempting to give the game a Zelda: A Link to the Past flavor and as such will be using the same view point. (no Jumping, etc)

    Sorry, should have mentioned that.

    I would use 8 directional movement, but i would like to units to move more freely into any direction not just 8.

  • Perhaps I'm going about this move command in an incorrect way.

    Any help would be greatly appreciated.

    This game is designed to be played on an Android (or another touch enabled device)

    I would like to have it so you have a party of 3 individual sprites. In order to move one you must drag your finger from the sprite to the desired end-location. So using Construct 2, I made it so each sprite had an invisible object with a drag/drop behavior and then made it so this object would always be attached to the appropriate sprite (unless being dragged), lets call this object the movehandle.

    So with the movehandle I have it so when it is dropped it will create another graphic called movetarget. When movetarget is created the character will face movetarget and accelerate toward it. Upon colliding with movetarget the character will stop. (All of these functions work just fine using the custom movement behavior)

    Where I am having issues is with solids. My characters, while capable of moving to any desired location, they ignore walls. How do I keep the movement style the same but force my characters to collide and stop when hitting a solid?

  • Here's a follow up question, how about large games for mobile devices?

    I would like to make a large scale RPG, but I don't want it to suffer from redonkulous lag.

  • How conducive is Construct 2 in terms of make bigger games, such as a 20+ hour rpg?

    I have a little bit of experience using the software, but I wasn't sure how assets are handled when the game is loaded. If it is even possible to make a game with as much content as an RPG... Any light shed on this would be highly appreciated.

    Thank you.

  • 7 posts