vtrix's Forum Posts

  • i think the best way is putting all the basic gameplay,scoresystem, mechanics in includes, so you have the basic "gameengine" all in includes, also the basic layers you need, then copy this layout and build your levels per layout and have extra eventsheets for level dependent actions,because you have the includes you can add events to the "engine" and will work over all layouts

    Objects that you use thruout the project you set to globalobjects, it can also be good to put all your globalobjects into one "object"layout so you have an overview, and then you dont have to have them onstage destroying them on start, this helps unclutter you levels

    hope this helps!

  • when dragging the ladder you can replace the object with a non-physics object and when release create the physic object again

  • no im not, i really cant help with this, i think its inherent off the platformbehavior, because of the gravitysetting, maybe someone else can give you help, or try asking Ashley what he thinks

  • hey, im a noob 2 youknow :) ask ashley!

  • no <img src="smileys/smiley4.gif" border="0" align="middle" /> its really a pickle!, dont know how you would fix it, really!

  • no its when timeleft bigger then (>) 0 substract 1 from timeleft

    now you have when timeleft is smaller then or equel then 0

    substract 0 from timeleft,   doesnt makes any sense :)

  • thats a pickle, i think its both, gravity puts it in and when going down, it looses a bit off that gravity + maybe a bit of lag on the objects moving seperatly, hmmm

  • yeah im sorry, i was too fast,

    to restart or go to another level use the "system" "go to layout"

    also only substract from timeleft when its bigger then 0

    then normally it would be sufficient to use if timeleft = 0

    but for safety i used if timeleft is = or smaller then 0

    sometimes you can come in a situation where you substracted under 0

    so using <= is safer then =

  • you should do this

    when timeleft > 0 | substract from timeleft

    when timeleft < 0 or = go to level1 (end game)

  • nice find! quite interesting, i tried it and it works well

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  • i tested it on iphone os5 and the framerate is rather good, better than firefox on pc :) i get up to 0.040 / 0.050 , there are lot of improvements made from ios 4.0 to 5.0 concerning the browser/html5

    also be carefull if you want to use sound, it will kill framerate to unusable > there is a workaround by somebody on the forum that was quite interesting, i will look it up

    audio workaround

  • nooo! families delayed <img src="smileys/smiley19.gif" border="0" align="middle" /> ... ahh wel<img src="smileys/smiley4.gif" border="0" align="middle" />

    wow great example!

  • nice work! , i dont have experience with google apps, is it easy to post a game ( i mean is there some sorth of appchecking procedure? and how does the payment happens? anyway good luck and let us now how the sales go!

  • i think this will help you on your quest..

    for each platform (consisting of all the blocks that need this behavior)

    if platform.y > player.y set platform solid behavior to not solid

    then you can jump tru the platform, it will need more actions to hold player at the platform and when jump go over it, but i hope this helps you

  • i think it interferes with it so i dont use the scroll to behavior because you dont have control over it, maybe later if the behavior is extended, for now i think this is the best way so you can switch scrolls on and off