Sushin's Forum Posts

  • Hi guys. I just submitted this game for Kongregates "Game In Ten Days" contest. I really want to continue working on it, adding more levels and features and a story, so I'd like some feedback on my current progress.

    Click here to play.

    My current plans include improving the art, environment and UI, balancing the weaponry a bit better and perhaps adding a few more weapons, and designing easy to play levels that ease you into a really challenging experience.

    From this short demo, I'd like to hear what you guys like and dislike the most about it thus far, and what kind of things you would like to see added/changed and ect from the game.

    Thanks and I hope you have fun.

  • Ah. Thanks a lot. That did the trick.

  • Am I the only one with this problem..?

  • Of course I did o_o

    Like I said, the web font appears when I run the game from the editor. I can actually see it switch from Ariel to Times New Roman (or whatever) and to Geo in less than a second.

    It doesn't go to Geo when I export it and play it in dropbox though.

  • Um...I guess one thing you could try is putting an "else" event on top of all the blocks following the first collision.

    Basically that will force the program to read like this "did he collide with this guy? no, then how about this guy" instead of "he collided with this and this and this"

    At least that's how I understand it.

  • I just put a web font in my game and upon uploading it to DropBox the webfont is replaced with what I imagine is a default serif font.

    It worked totally fine when I ran the game in the editor, and it is registering that there should be a font (the editor text is in Arial).

    I tried it in Mozilla and Chrome with the same result. Is this a known problem?

    EDIT: Here's a link to the game.

    dl.dropboxusercontent.com/u/72855875/TheCollector0.13/index.html

    The font should be this: google.com/fonts/specimen/Geo but it looks like it's Times New Roman for me.

  • Uh...GROM, this is not a good example. I assume this is an old topic but there is now a way to swap the mouse cursor with a sprite and unlike this method, there is no visual lag because it actually changes the cursor image.

  • Ah. I remember now. Thank you for the information. =)

  • The only way I've ever moved objects manually is by using the update function, ie: "Every tick set position to self.x + 1" but I'm in a situation where I really need the object to move based on time (like if you slow down the time scale, the motion will also slow down). This is probably simple but I've never done it. What's the best way?

  • If you choose a random value between numbers 0 and 100, and then choose any value lower than 50, that is effectively a 50% chance that the number is anywhere between 0 and 50 (almost, depending on how rounding works). If you go higher or lower than 50 than it should be a higher or lower chance. It's not a coin flip.

    What you can do is create a variable called "hit chance" and it can change to any number you want. If it is accuracy, and you put it at 70 accuracy, you can use this accuracy variable to check against the random variable, so the code would look like this: "If round(random(0,100)) is less than accuracy" and that will give you a 70% chance to hit, and you can change accuracy whenever you want for a player or whatever.

  • Um...Do compare animation and compare frame, otherwise it will compare any frame of any animation.

    If you're asking how to set an animation, for a platformer if, just do something like this "is platforming left, set animation to running"

    Or you can just do "is left key being held" or something. Use mirror and not mirror to flip the animation over.

  • I'm not really sure what you mean but I believe a Diablo style loot system involves a sizable array with different prefix and suffix values that get attached to each object based on chance, and each of those values do something different to the loot.

    But if you simply want an enemy to drop a weapon on death based on chance, do the event "compare two values" and use something like "round(random(0,100))" and for percentage, make the second value "is less than or equal to 20" and that will commit the action in a 20% chance.

  • <img src="http://puu.sh/2P6ST.png" border="0" />

  • Use compare animation frame and select the frame where his foot hits the ground, then play the sound on that animation frame.

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  • Sounds like you're complicating things. Just disable all his movement except for platform jumping or whatever you're using, and make the environment around him move. The easiest way to do that would just be to put everything you want to move in a family and move the family towards the player (and if you want it to go faster or slower at any point it's also quite easy). Then you can build the level however you want.