TheDom's Forum Posts

  • Put all of your Monsters into a family called "Family_Enemies".

    Give the ring an instance variable called "Scale"(number) give it the value of the starting size of scale you want it to be when spawned.

    and another instance variable called "Grow"(Boolean) set the value to true

    Create a condition:

    Ring > Is OnScreen > System >Set Scale > Ring.Scale

    Create another dual condition:

    Ring > On Created > Ring Add .02 to Ring.Scale

    Ring > Grow(is true)

    __(Sub Event) Ring.Scale =(or greater to) 5.0> Ring > Set Grow to False

    ______________Ring.Scale > Ring.Scale to 5.0 or (Destroy) or (Fade)

    Create another condition:

    Ring > On Overlap > Family_Enemies> Destroy Family_Enemies

  • Here's an alternative approach. Create instance an instanc variable called Action for the player and make it text

    When the players movement state changes, set the "Action" like; "Stop", "Walk","Run","Jump" etc..

    Then use subevents with compare instance varible.

    Bullet 》On Created

    》Player 》"Walk" 》Set Bullet.Speed 》 Bullet.Speed +30

    》Player 》"Run" 》Set Bullet.Speed 》 Bullet.Speed +60

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  • Check out Rex plugins. I think he has plug-in for that

  • Check the polygon collisions and make sure its set to the full size of the image button

  • hmm I'm actually using that plugin for the transitions. It's an awesome plugin and I highly recommend it to devs. Very stable. I had a lot of issues previously with creating transitions across different devices. The transitions plugin resolved all of that and provides a lot options for different transitions. I plan to use it in all my games in the future.

  • mrnannings Thanks

  • Nemesis I actually tried adding keyboard controls but, it didn't work out so well for gameplay and it is also focused for mobile where it actually plays best. I'm in the process of making some adjustments to make the the gameplay a little easier for the casual gamer. I'll post after I publish the changes.

  • I didn't look at your capx but, if I understand you correctly, you should scale the layer

    System > Set Layer Scale ( for zoom )

    and use

    System > Scroll to postion > sprite.X, sprite.Y ( to zoom to specific point )

  • Thanks!

  • Here's a game I made available for licensing called Jumper Jam.

    Designed for PC and mobile devices, it has 30 levels of challenging game play.

    Appreciate your feedback.

    Click here to lay the game. This link version is optimized for IPhone 5c and most Android devices.

    http://neoprofessor.com/Jumper-Jam/

    Click here to lay the game. This link version automatically auto sizes to all mobile devices.

    http://neoprofessor.com/Jumper-Jam-2/

    You can visit my website page about the game to see more http://neoprofessor.com/jumper-jam/

  • Try updating the ipad. It will not screw anything up.

  • Is the collision box drawn to the full size of the graphic? Also, check or try changing the position of your image point so that it is higher up, forcing the graphic to go down lower. Other than that, it is hard to tell without a capx

  • Here's how I approached it in a recent game. I created a semi-transparent copy of the player object (named it Trail) and gave it fade behavior. Set it to active. Set it destroy after fade out. Set the fade out time to 0.5 seconds.

    On Some condition> (create a sub event)

    ______System> Every 0.06 seconds > Player Spawn Trail ( on layer below the Player's layer)

    As the Player object moves it creates a trail. You can adjust the timing parameters for the desired effect. In my case, I created a transparency (Trail) at 30% of the original Player Object.

    Worked well for me. Good Luck

  • When you say "motion blur", do you mean creating a trail?

  • Can you post a capx?