Windwalker's Forum Posts

  • Are you sure you are destroying objects when they leave the layout?

    Sometimes it's possible to further optimise "every tick" events, but sometimes it's not. Depends on the aproach you took.

    Try running the game in debug mode (f6) and check the performance tab. You could put your events in groups and see which group is creating the most load. So you could put your "every tick" events under a group, and see how much of the performance is affected by them.

    Hope it helps.

  • I think it's nice idea. +1 from me too.

  • It's not that hard. I think. On top of my head:

    Lets say your character moves with wasd keys. First you could setup a series of condition that detect these input.

    Have the player object have lastx and last y instance variables.

    Add a global variable named totaldistance.

    Then, under every (direction input) condition call

    totaldistance = totaldistance + distance(player.lastx, player.lasty,player.x,player.Y)

    player.lastx = player.x

    player.lasty = player.y

    this means, every time you press w, a, s, d, system will check the distance of lastx, lasty position, add to totaldistance, and set new lastx and lasty positions. I hope I could explain it.

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  • Well, I have always been fond of asteroids and it's clones, and have played a lot of pewpew. So I think you have it going very well here. Only a couple things I might argue: company logo stays too long (if you are loading sounds here, try to include sth like "Loading" somewhere on the screen) and screen transitions are just a tad slow. I liked the menu design and movement bewteen them, interface seems very well done. Hope you keep working on this.

  • sgn, I think this is what you are looking for:

    Basically, if you want to change an aspect that is going to be different in each of the instances of the object, you should use "for each [object]" condition as seen in the picture. I couldn't understand what you want in the post, but I am sure this is going to lead to your answer.

    Hope it helps.

  • Hello Andy. It's a sin not to work on this. Do this. Finish this. It begs to get completed. It reminds me of "the swarm" the way you throw your grenades and fly the ship around, only with added gravity. Do this. Work on this. Find a way.

  • Just keep working on this; a little bit of gameplay variety (ducking, enemies shooting by ducking in return, buildings becoming semi-transparent when entered, collectibles) and a nice cover (main menu, save&load, options) and you have got yourself a very nice platformer.

  • It's working awesomely and almost all the potential bug sources seem to be eliminated. Real solid work. Can't wait for the graphics now

  • I think picking is one of the most fundamental and important aspects of construct 2. There is already a ton of explanation in the forums and in youtube videos (especially off reddit lessons which are awesome) but still it could be nice if there was an easier way to teach newcomers how to "pick"

  • It's not broken. You can open a paranthesis after touch.x and include which layer you are representing the position in, like:

    touch.x("Gameplay") - using the layer name

    or

    touch.x(2) - using the layer order number.

    Fiddle with this idea, search the forums and you shall find what you seek young padawan

  • I think it's possible but not worth the hassle. You could go just a couple steps back and do fully destructable terrain, (I think Rojohound made something like that, the discussion had started with cortex command at that time too, just search the forums and you could find it - hint: it uses tilemaps as suggested above) and basic sprite animations + optimized particle physcis. For the gameplay, you do not need each pixel of each character; you just need good hitboxes that represent them.

  • I am really into the idea of soft limits in games. Examples are infinite run that gets faster and faster, up to the point where the player no longer keep up with it and die. This implies that as you get better and better, you can keep up running longer and you evolve along with the game. Not only in game length, the soft limits (or soft caps) in player progression - like levels or skill powerups - are very promising I daresay. If you can balance 20 different skills capped with a maxiumum level of 10 each, all along with eachother I am pretty sure you can do it if they are uncapped too. Just make the time / resource neccessary to increase the level beyond really big. Especially in sandbox games like skyrim, gta, minecraft, terraria... and infinite grind games like diablo, path of exile... I think soft caps are way to go...

  • When you use "ob object touched" it already "picks" that specific object for you. Under the events of this condition, you will exclusively be manipualting this single object, not the whole family.

    The difficulty you are facing now is actually very important because it's a door in c2 that when you open, you get +5 levels or so:) It's called "picking", you should definately read about it in forums, in manual and watch youtube videos. Believe me, you will thank me later when you solve the picking with all aspects.

  • is sidekick to the right of player = sidekick.Y > player.Y

  • I think it's a nice start. Try to add some sound effects. As peterbot1970 says, a restart key from keyboard would be nice. Maybe slow down a little bit/make steering faster/zoom out view to give more chance to player or any combination of these to make longer, more enjoyable ride. Maybe it gets faster as you ride? Some powerups, loots would finish the job