the_Shit_hawk's Forum Posts

  • if you have an animation that is universal between objects, such as an explosion that occurs when you shoot any enemy or their health = 0, it may be helpful to make a seperate sprite of just the explosion animation, and spawn said sprite on the object when triggered, and once the animation is finished playing it destroys so as not to take up added memory or create lag.

    this would look something like,

    enemy; on enemy health =<0 ; enemy ; spawn object ; 'explosion animation'

    ; enemy; destroy

    explosion animation; on created ; play animation 'Explode' from start

    explosion animation; on animation 'explode' ended; 'explosion animation' ; destroy

    you could disable collisions with the death animation so as once the enemy has died they cant hurt you, just be sure to spawn the animation onto the enemy before you destroy the enemy, or it will default and spawn the animation on all instances of the chosen sprite.

  • you could then go a step further and before loot drop, set global variable 'luck' to random(range)

    and then base your loot off of a random drawn number.

    so as beating the 1st boss you would have a luck range (or loot class range) of 0-3, where as beating the 4th boss your luck can range from 7-15 etc depending how big your game is, even if its just a small game you can customize loot per level

  • > + Asteroid: Is overlapping BulletLaser

    >

    > ----+ Asteroid: Pick top instance

    > -----> Asteroid: Subtract random(?100?) from Hp

    > -----> Asteroid: Subtract random(?100?) from Hp

    >

    > + Asteroid: Hp = 0

    > -> Asteroid: Destroy

    >

    > // To add - for every -1000 hp of the asteroid make him drop loots

    > + Asteroid: LootHp = 0

    > -> System: Wait 0.01 seconds

    > -> Player: Spawn PowerUpsHP on layer "HPbar" (image point 0)

    > -> Asteroid: Set LootHp to 1000

    >

    > its not working whats wrong

    >

    You're subtracting from Hp twice (I guess you should once from Hp and once from LootHp).

    One more thing is that you use "random" two times – so a different number will be subtracted from Hp than from LootHp.

    ^^^^^^^^^what he said

    use a global variable called 'damage' and on the event say, set 'damage' to random(range), subtract 'damage' from HP, subtract 'damage' from Loot Hp

  • Create Global Boolean Variable "HasAButtonBeenPushed" Start Value FALSE.

    IF - "HasAButtonBeenPushed" = FALSE, AND, A Button Is Pushed, Set Variable "HasAButtonBeenPushed" To TRUE, Perform Function Of Button.

    you could add Else - Null

    but its not really needed.

    you could then reset the buttons simply by setting hasabuttonbeenpushed to false

  • have you enabled custom controls? i forget the exact terminology used in the software, but under the 8directional behavior options there should be something about custom or default controls, that allows you to use something other than the arrow keys, may be blocking the coded keys from running.

  • forgive me, im an idiot. fixed.

  • first make a thing (text sprite button etc). then goto events. click the buttons to make said thing do stuff. rinse. repeat.

  • R0j0, you're beautiful for this. i've hit a speedbump though. mine spawns dots intermittently, making an effect almost like an on off toggle for the spawn, always evenly spaced, so its odd. however, it could just be my pc, so i'll send a test run through to the arcade and run it through a virtual machine. however, i see that in this you set oldx and oldy every tick, but then never call on them. ive tried adjusting the origin point to the left as well as spawning on both the old and current x,y and it still seems very spotty. i've copied everything above except the dot1 dot2, as those seemingly just change the current position of 'dot1' and 'dot2' rather than spawning them, so every click it would move, unless im wrong there? idk, if you have a moment, help me out lol. thanks ahead of time.

  • i believe every time you open construct it checks for updates and installs the latest. if re opening the editor doesnt work, look for the link to the update info, it should have something along the lines of "Get r.44 now!"

  • be mindful thats its still technically in beta; if i understand correctly, the underlying code from c2 is different from c3, so it may just be a conversion issue. however, i'm curious what one uses 2000 events for. i'm able to create a majority of a game on -30 events, wondering if thats just a super packed game or i'm ahead of my time lol

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  • yes. yes it is.

  • for my games, i use conversations with my friends as a muse. we'll talk about armies of penguins with sporks fighting off zombie hordes, and while i cant have that in real life, i can make it in a game, and , in a way, have it in real life. you can check my games in the arcade, upto this point everything was influenced by my friends and has a piece of their artwork inside (usually the title screen). the ideas inside are a collective from conversations etc, so as when i need more storyline or artwork etc, i have people who already have a base interest in the project, and understand the concept, instead of trying to explain how king zulu lost his throne and now theres a struggle over the crown, and hoping they're paying attention and give half a damn. where as, if at the heart of the storyline is a memory that they enjoy, they are more likely to willingfully contribute ideas or media to fit inside. two heads are always better than one. but general life plays a big part. was considering a game where you just open a door for a cat, and maybe it will go outside, but maybe, itll just meow and sit there, staring at you. but if you dont open the door you lose a point.... etc. a lot more has went into it, i just havent made it yet so i dont want to put the full idea out there. however, a game can be made for anything. another method, is to think of making simulators. think of things you can do that you enjoy or that you feel are important, make training videos, and then find ways to make them fun. it adds challenge and keeps you busy between ideas.

  • strategy maybe? granted its probably far too late now

  • On The Plus Side, You Could Still Create Each Level As Its Own Project, And Then Publish Free As Lvl 1 lvl2 lvl 3 etc. and after publishing them all edit them to link to eachother (browser object - open in new window) ; or even just import them all into the same project once license is aquired. either way, though im still saving for my own, i had the luxury of the free trial during game jam; and can vouch that it's worth it. personal license is $99. make some demos, throw em in the arcade. if you can get 100 unique plays, youd assume 100 people (probably more like 30-50 realistically but these are bullshit made up on the spot numbers) would be willing to pay $1 (or $0.99) to play or find out about said game, (and show their friends if its good). even if 50 people buy your game, and get new phones, and decide they still want to play, you make a return on your investment. either way, theres a free version, and as long as you have an acct its not too bothersome. youd be amazed what you can do with 5 events.