vandinz's Forum Posts

  • Hi. I'm making a Space Invaders clone and having trouble working out the logic for when the aliens reach the edge of the screen and drop down a level.

    At the moment I have a direction variable set to 1 (for right). Every second the aliens move 10 pixels to the right. I've got it checking for the one of the aliens X coord being >= 900 (just to the left of the screen edge. At that point I set a variable named aliendrop to 1 which tells it to drop all aliens down 20 pixels and change the direction variable to 0 (the left).

    Now this works, ish, except that there's a second until the aliens move back below 900 again. In that short period the section that moves the aliens down if the X is >= 900 is executed over and over.

    Has anyone any ideas how I should structure it so that the ADD Y is only done once per direction.

    I hope I explained it well, it's hurting my brains. lol

    Thanks.

  • I'd love to create a shooter with neon style graphics (there are a few about) but the lack of a glow effect makes it really hard to get the images right. I know it can be down in the sprites but it would be a great feature in C2 to just add a glow. Would be useful for mouseovers too.

    I know there is a glow in Contruct but it doesn't seem to work as I'd like, unless I'm doing something wrong?

    Cheers.

  • Mario Kart! Do eeeeet!

  • I'm not 100% on how DT works. Any chance you could explain a bit more?

    Thanks. ;)

  • Hi, I'm making a 'whack-a-mole' type game for the kids and although I haven't started any of the 'programming' yet I'm a bit puzzled on the best way to time how long a mole has been up, out of the ground.

    As you know a random mole is picked and pushed out of the ground. Depending on the level there may be more moles pushed up while that one is up. Each mole will stay up for a period of time before dropping back into the ground.

    Can anyone recommend a way to keep track of how long each mole has been up? Setting up a timer for each seems to be a long way of doing things, although it would work (I think). Any advice or ideas are appreciated.

    Thanks in advance.

  • My chrome could handle it. I left it to test 11 and was still getting the same performance.

  • Hi, I want to create a jitter in the mouse position for a shooting game I'm making, just to make it a little tougher. I know it'd be a simple case of setting the mouse X and Y coordinates to a small random change but I can't find a way to do this in events and actions.

    I've added a MOUSE object but the only option I've got in the ACTION section of EVERY TICK is to set the mouse cursor style, not the position as I'd like.

    Can anyone point me in the right direction?

    Thanks.

  • Great work, very professional.

  • You could put some break returns <br> in before the game in the index file. That'll push everything down from the top.

  • Great job and congrats! Now you just sit back and watch the money role in. I've heard it's hard to get an app on the App Store because Apple can be picky so it's no mean feat. The fact it's done with Construct just proves it is possible to make money from the program. I think what you've created is original and could be of real use for people with poor social skills (autistic etc).

    Just two notes. On the Google Play write up you spelt 'trouble' as 'truble' and you called the app 'Face Trainer' instead of it's proper name.

    Again though, well done.

  • Thanks for the ideas. The music isn't pre-loaded, which I plan on doing and the volume will definatly be lower as you're right, it is too loud.

    The issue with the game not doing anything at the end is something I'm having issues with and atm I'm not sure if it's a bug in C2. I've discovered that some enemy sprites get 'stuck' in a channel along the outer edge of the screen, and only coming onto the screen if you're lucky. I think it's the WRAP function as I've seen others mention the same problem in the bugs forum and I've just moved a thread on it back to the top of the bug forum here hoping someone can tell me if it's something I'm doing or indeed a C2 issue.

    Thanks for taking a look anyway. :)

  • Good point, will do and thanks :)

  • Same here. Some items in my game are going off the edge and not coming back on the other side. I noticed it when I set the layout to be full screen (scale). If you play the level every so often you can see an enemy sprite just going up (or down) a channel off screen. Weirdly they may suddenly 'jump' on screen for no reason. Hope seeing this might help?

    Using latest build btw (RLS 87)

    http://dl.dropbox.com/u/74633005/ast.capx

  • This is my Asteroids clone I've been working on (with germs rather than Asteroids). Still working out how to do a few things so it's FAR from finished but because of the amount of graphics in the game it takes longer to load than anything I've done before. On that note, can someone tell me how long it took to come on and if you think it's too long?

    If it is I'll have to see about reducing the size.

    WASD to move and left mouse button to fire.

    Thanks.

    http://dl.dropbox.com/u/74633005/Germeroids/index.html

    EDIT* I linked to the wrong version :)

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  • I'm creating an Asteroids clone and have an issue with the enemies.

    When an enemy is created it's assigned a random angle. The sprites are set with WRAP so when they go off screen they come back on the other side. Problem is there's space just off screen that is still treated as part of the screen but the enemies aren't visable.

    So, if the enemy is assigned, let say 90 degrees and is in this space off screen, it will continue to wrap around this 'channel' out of view of the player!

    Is there a way to correct this? Can I reduce the size of this channel or is there some other ways to get around the issue.

    Hope I've explained it well enough.

    Here's my CAP. Ignore everything else, I'm learning and already know of better ways to do some of the things I've done but I need to get this right before moving one. Cheers for any help.

    http://www.sendspace.com/file/90vo5q

    The CAP is 24 meg due to graphic animations, sorry about that :)