turtlesaur's Forum Posts

  • If you're able to at all elaborate on how to do this it would be greatly appreciated :D is this in the config.xml?

  • I was struggling with how to make a a battle system for my current game so I went barebones and made this. Hopefully it may help a person or two.

    It's basically you walk into either enemy - encounter that specific enemy. Every enemy shares a health variable which is set upon walking into them.

    If there's an easier way let me know! but anyone who was also struggling, take a peak.

    http://dl.dropbox.com/u/13784907/sample%20battle%20system.capx

  • I feel like this is likely really obvious and I'm having a moment..

    I looked over the manuals for text and text input.

    They seem to say use the "text" expression, but have I'm not sure how to do that?

    I just want the user to be able to name themselves in my game. so basically store

    textInput >> heroName

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  • This is so much better! <img src="smileys/smiley42.gif" border="0" align="middle" />

    Thanks

    I have no idea how I didn't find that, I searched the manuals and forums prior to asking =\</p>

  • I'm using a HUD and see everywhere all over the forums "oh lol, set parallax to 0,0"

    No where can I find what this means or how to accomplish this. I have seen a few demos which really don't tell me anything either.

    Any assistance will be appreciated.

    edit: ultimately my issue was I had an anchored HUD and it was really laggy? any solution to this is great.

    Thanks

  • I'm still a bit lost in regards to this. I looked at AdSense for mobile, but it's suggesting I have my own site I was to advertise?

    I will take a peak at that tomorrow night, thanks for the suggestion.

  • I am turtlesaur and when I'm off work I've began looking into making games for Android and hopefully Windows 8 in near future.

    hopefully ie10 starts to suck less.

  • Hi guys,

    I'm struggling over the concept of how I should be doing my collisions for best performance.

    I'm making a 2D RPG-esque game.

    Would I be better off making the entire background as a single image and implementing some invisible walls in C2 that are solid in it's place (for things like book casses, chairs, walls, tables), or would I be better off just making a bare-bones tile set and adding several sprites to a scene with collision?

    I suppose the flat picture with invis walls would likely perform better, but I'm not sure how to approach it.

    Any tips would be appreciated.

  • YES, oh man thank you. I just need to find out how to logic that into my game and automate it.

    And done. Thanks again.

    <img src="http://i.imgur.com/91lFp.png" border="0" />

  • This is very close to what I was hoping for. I found this to still be quite buggy in relation to the 1 second.

    Say the timer is at 0.89 and I press 'down' I stop moving after .11 seconds.

    I can't for the life of me get it to work fluently, I'm tinkering with it. I don't know if it's logic error or construct 2.

    Still looking for a solution.

  • I'm using 108.2. version so I can't open it(110). I'll check it shortly and get back to you.

    thank you very much for the 'hopeful' fix!

  • I've been trying to the last 3 days to get a rather fluent method of this. I want my hero to move forward for 1 second then stop. Once the next condition is met (not heros turn) I'd like her to move backwards for 1 second.

    With the code below, she never seems to move backwards. I'd love a better method of doing this, or some clarity, thanks :).

    Note: I'm looking for her to move Backwards once it is no longer her turn (turn =1)

    My "paraphrased - pseudo code"

    <font color=red>Moving Forwards for 1 second</font>

    'System' compare var turn =0 'hero' simulate 8Dir pressing Left.

    sub-condition var forward=1

        SubEvent

            'System' every 1 second    'subtract' 1 from var forward

            sub-condition var turn =0

    <font color=red>Moving Backwards for 1 second</font>

    'System' compare var turn =1   'hero' simulate 8Dir pressing Right.

    sub-condition var backward=1

        SubEvent

            'System' every 1 second   'subtract' 1 from var backward

            sub-condition var turn =1

  • I'm struggling a bit with this right now. I have a gif and I just make the animation end, however on keydown W or up arrow setanimation to beginning of walkLeft in my case.

    I ran into an issue of when a user holds both up and left, it's really awkward, no animations happen and the movement is locked awkwardly.

  • bump..