Windwalker's Forum Posts

  • It's... mesmerizing and unique... Feels disturbingly addictive. And I want to turn away from it and play it at the same time.

  • Hello;

    Just a couple advices,

    Sometimes the first obstacle is the mountain, and its almost impossible to dodge it.

    Played pc version, it's frustrating to click with mouse then move hand to keyboard to play it. Pressing any key could restart the game and it would be nice.

    It's difficult and I love difficult, but difficulty comes from the control mechanism. There is no way to just fly straigt. You always go up or down, never straight. It makes the narrow, challenging passes extremely difficult and sometimes luck involved. Passing them does not make me feel proud, only lucky. I would advice a fly-straight mechanism as well.

  • Hello friend.

    Lets assume your first picking picks 10 out of 100 objects. And your second pick in a sub event is trying to pick another instance which was NOT amongst the picked 10. It won't work. The second picking conditions apply only the first picked batch of objects.

    You could put "pick all" condition somewhere between. This might be the case here.

    Maybe this is the case maybe not, this is what just came to my mind.

    You could also run with f6, pause, and run step by step with debugger. Choosing objects from the list show their places and their instance variables, maybe you can figure out what's going on from there.

  • when you change size, you could also try to set their x to self.x+1 or some value, which would move them inperceptably higher. They will fall back to place anyway. I hope this helps.

  • Try to add "for each skeleton" as an upper condition. Then put every other condition under it. I am not sure which event needs it but I'm almost sure this is the case.

    Hope it helps.

  • I think I know what you are talking about. When you go right, you can press the up arrow as well and the character jumps. But when you are pressing left, the character doesn't jump when you press up arrow. This is really big problem I couldn't solve as well. It seems to be a hardware problem. Some keyboards can handle it and some others cannot...

  • Pretty possible. But will there be alot of squares in the screen or only one? If it's only one:

    you could create the square from four sprites, height set to 10 and width set to 400, and placing them in a square formation. Lets call them wall. Then you create circle object lest call it ball. Give it an instance variable called "hitthewall"

    then in the events:

    condition:

    on sprite collision with another object-wall

    subcondition:

    if hittewall=0

    action:

    ball-set instance variable-hitthewall=1

    else if

    if hittewall=1

    action:

    gameover.

    But if the level has neighbouring or high number of squares it would be tedious to create them one by one by dragging four walls. And neighbouring squares would have two lines of walls so the ball would hit two walls when going from one to another. In that case you should either change the above code to reflect this or find another way.

    It may be possible to check if the ball is hittin the edge by comparing positions and sizes.

  • Ninja'd....

    Yes, you could use instance variables. Just make one button sprite, and add an instance variable (text) to them. You could call it "whantnot". Then create 4 copies of the same sprite on your layout, change each buttons whatnot property as you deem fit. For example you give two of them health and mana values.. then later in events:

    mouse on clicked button

    button.whatnot="health"

    give health potion

    else if

    button.whatnot="mana"

    give mana potion

    Hope this helps.

  • It should have felt smooth with 30+ fps. I think this is happening because background sprites are too big. Could you try to make them much smaller to see if this is the cause? I am not sure but turning them into tiled background object could also help. Make a small i.e 64 x 64 background object and resize it to 1280 x 720.

    Hope these help.

  • Hello friend.

    I think you should use arrays for this. Maybe you can use the official tilemap as well.

    The idea is that you will have an array, and for each tile on your layout, the corresponding array adress (i.e. x=5 y=10) will hold a value indicating the state of the sprite at that adress.

    Imagine your level as a chessboard. Each square is represented on the array. If there is a piece on any adress, the value in the array will be 1. If empty, it will be 0.

    Then your array will look like this:

    0,0,0,0,0,0,0,0

    0,0,0,1,0,0,0,0

    0,0,0,0,0,0,0,0

    0,0,0,0,0,0,0,0

    0,0,0,0,0,0,0,0

    You will then have an event mechanism that for each adress on the array, checks the neighbouring adresses, and if they also have a sprite in that direction, sprite frames will be updated accordingly. With the above example, since there is only one object on your level, nothing will happen. But if:

    0,0,0,0,0,0,0,0

    0,0,0,1,1,0,0,0

    0,0,0,0,0,0,0,0

    0,0,0,0,0,0,0,0

    0,0,0,0,0,0,0,0

    When the event detects the tile in (3,1) has an object (remember, arrays are 0-based in c2, meaning first line or row starts to count with 0, not 1), it will change it's sprite frame. To which frame it will change you will decide with which direction it has a neigbouring piece. Since in this case it will have a piece on right, (and the piece in(4,1) has a piece on left) it will change accordingly. I hope I could explain myself.

    This is the hard-ish way of doing this, but if you succeed, not only you will have delved deeper into development, you will also have a scalable basis for many other games you could build in the future.

    It may be possible with easier, on-the fly ways but I think this is the best aproach.

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  • Very nice little game. Will be complete when you add highscores.

  • That level 10 really was hard but finally beat it in 9.76. Can do a couple seconds better but will be a pain in the axx. There was once the "lunar lander" or sth. like that, a very old game I used to play in commodore, this reminds me of it. I think this is a nice start. But the difficulty curve rockets between level 9 and 10. I believe in such games level design is the most important thing, and largest time should be spent on. I hope you expand this and we see this on mobile as well. Nice game. Congrats.

  • This is really nice idea! When I first played I didn't get it but now I think it's really good. It's just that jump sound is very obnoxious, and the game is begging for a chiptune music of some sort. Add additional gameplay mechanics and you are golden!

  • I think your current tileset can be used for at least three levels total. Maybe you can expand it a little bit if you feel it's repeating too much. But adding interesting gameplay mechanics will keep the attention running. I really like your game. And I still advice trying spritefonts. There are many free to use spritefonts. Just run some searches on these forums on how to use spritefonts and they will add alot to your game. You will have a much nicer title screen and much better in-game text. I know it's a hassle and feels like a loss of time when you could do more levels and more monsters instead.

    I think your game is coming along nicely and has a solid base to expand upon. Will keep following. Very nicely done.

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