Chris PlaysOldGames's Recent Forum Activity

  • Yeah, I guess I could have been a little clearer on that point.

  • Yes, it is very easy to understand. I gutted the heck out of it and have used pieces and parts in several projects.

  • You have to use the right event... In your Sprite object use System: Every Tick - Set Angle Toward (Mouse.X, Mouse.Y).

    If you use any event with set angle it will want the angle. It is easier to use "set angle toward", then it expects (and asks for) the X and Y positions.

  • When I was playing around making my "Clicker Wizard " I found the Clicker Template on the Scirra store to be well worth the $2.99 it costs. I only used parts of it but it is well laid out and commented and allows you to very easily get your head around the concept. I can't recommend it enough. It will answer most of your questions about storing current data and returning to find it increased accordingly.

    As for layouts stopping when you leave them, the above is probably your best route.. but you can also look at the "Persist" behavior built into C2.

  • Try changing the potion drop location to the bullets x,y position when it is destroyed and see if that works right.

    Also, you could try having the bullet spawn the potion in its events before it is destroyed to see if that works.

    Your code "should" be working right, something is going sideways obviously.

  • I will just answer your question...

    By default, to the right of the main window look for the projects panel. Now look for the folder where it stores the events "events folder". Right click on it and choose to add event sheet.

  • I believe your only option will be to cut out each state and make it a separate sprite with its own variables for ownership... you could place regions into their own family and set them all at once as well. Another option would be to cut the regions out in your favorite art program and place the new sprite of the region over the existing one and turn it visible/invisible as needed... then you could shade it whatever color you like and set its transparency to look like the state itself is shaded.

    Lastly, you could use icons instead of shading to show the state of the states and then do large regional sprite overlay for when the whole territory is controlled...

    Several options but none will be "easy".

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  • Don't believe it is possible without renaming them to something else, changing your code, and re-exporting/uploading.

  • It seems CDStU on the arcade wasn't loading in Firefox browsers and sometimes not even in Chrome.

    I have re-exported it and unchecked the "minify" option.

    It is now loading fine in both browsers.

  • Check your imagepoint on the enemy sprite it may be in a weird spot. Also add a wait=0 before the destroy enemy in case it is destroying the enemy before it can spawn potion.

  • You referring to thrust as in physics impulse type thrust or thrust as in simple movement in a direction?

    If you are referring to simple movement then you will need to use the platform event "simulate keypress up" when up key is pressed.

    You could use bullet as well to apply simulated force by turning it off and on. My ship is CDStU uses bullet for movement and also a reverse bullet movement when released to simulate force being applied against it when forward thrust no longer applied.. I like the effect.

  • Just keep your expectations realistic, it's a very crowded space. If you have a fun game that is unique and you spend a lot of time and effort spreading the word you can get a fairly decent sampling. Just keep in mind that it takes a lot of luck too, right place, right time kinda thing. Using Construct 2 site as an example, games get lost quick on Scirra arcade and it doesn't have a way to easily search for games (yeah.. it's 2018)... so you're on the right track pushing it out anywhere you can.

    My advice, don't make a side-scrolling space shooter ... no one "gets it", luckily it was a hobby project.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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