Usman Haq's Forum Posts

  • What you could do is, have a "end game" menu that once you complete the level it comes up and the timescale is then set to 0.0. On the menu, you have the a restart option, and a level selection option. With "restart" it restarts the layout and sets the timescale back to 1.0. For level selection, it sets the timescale back to 1.0 and goes back to your level selection layout.

    A layout automatically restarts once you exit, correct me if I'm wrong but that's how it's been for me.

  • Shooting mechanics without VATS was quite a mess.

    Or do you mean VATS itself was bad? Cuz if that's the case.... How dare you!!

  • Basically what other people have said. Play a successful fun game and imitate the small things. Yeah, it's not the best way to make a game, especially if you want to call it 100% yours but it does have the best chance of making money.

    Just please don't make another Candy Crush clone....

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  • You cannot expect to get so many customers on the mobile market. It's such a saturated market! Of course there are things that you can do such as, contacting review sites, making a website of your own, and basically telling everyone you know. Mostly though, it's out of the developers control. Does your game deserve attention? Yes, but so does every other game that comes out on the Mobile market as well. People want what they want.

    I wish your game the best of luck in the future.

  • Thanks dude! I've been looking for ways to promote my game once I release it. This is definitely going on the list.

  • Who else is excited?!?

    It's actually happening! What are your hopes for this game? What do you think they should add? take away?

  • One off payment

  • I haven't published to mobile yet, since I'm still working on my mobile game but I have been using the CocoonJS Launcher App to test my game with great performance. So I plan to publish with the new Cocoon or CocoonJS.

    Perhaps testing with the Launcher App and try CocoonJS?

    I realize this doesn't help your current issue but it's another choice....

  • I'm having quite a difficult time creating this enemy, actually I have no idea where to start!

    With this enemy, there has to be two of them to actually start taking effect. Two individuals are attracted to each other and create a bond. Then more come and then more, and soon there is an entire grid of the enemy.

    Here's an image of my idea.

    https://www.dropbox.com/s/d2zhudvpsb0kv ... y.png?dl=0

  • I am not a smart man. Thanks, Paul.

    https://www.dropbox.com/s/hmmrgrpvhmtz8 ... .capx?dl=0

  • Is this what you meant? https://www.dropbox.com/s/drxzs25u13fem ... .capx?dl=0

    This could also fit into my game quite well, but the Sine still doesn't work and doesn't solve my initial problem.

    The laser doesn't need to grow, it's already a straight laser, just as the first one. Kinda like a laser fence, it just stays there and by putting a box in front of the laser, it just blocks the path of the laser.

    As I said though, your idea is quite cool as well!

  • Here's a tutorial on how to make buttons bigger on touch. Forward to 4:02 and you'll what your goal is, and arrange the events to your liking by observing what he did to achieve it.

    So basically, your gaining something from some else's mistake!

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  • Welcome to HTML5. If you absolutely want flawless performance on Mobile Devices, no questions asked. Then you should probably learn how to code.

    Construct 2 is a impressive program for non-coders and the performance I get with on Mobile devices is actually impressive to me.

  • So I've got this laser that can be blocked by a box. The only problem is that the size is set to Every Tick, and therefore the sine will not respond.

    What's another way to get the sine to work and to have the same outcome? With the box being able to block the laser.

    Simply drag the black box in front of the laser, and the laser will be blocked.

    https://www.dropbox.com/s/rdq647m62is22 ... .capx?dl=0

  • Holy crap.... Thanks again Stain.

    What if I want many of them to spawn? I mean the enemy as a whole.

    Would I basically have to clone the decoys and main decoy for them take position and create a whole other one?

    And if I wanted for them to respawn overtime, would the position of each decoy need to change to outside the layout once it's "destroyed", even though that's not what really happens. Once the main decoy is destroyed, it then respawns after a few seconds, since all the parts are prepared for another run.

    Or I could just set system to recreate the objects after being destroyed....

    Just figured that out as well.