trquangss's Recent Forum Activity

  • Put it on another layer. Then set the layer's visibility. Done.

  • Wow, I came across this game on steam couple days ago.

    Didn't know it was made by C2. Very Impressive!

  • The link you posted is probably okay, it just that you cannot post clickable one yet.

    You can workaround and post the thing behind https://www.dropbox.com/s/

  • Yeah, I too figured you might have the variables modified somewhere else.

    But still, since you determined the Fight's result by comparing PEH and EEH,

    there might be times where PEH=EEH as the game progresses. If you have no

    case for it, then that wouldn't do anything. That's what I meant :)

    As for the new capx, the link isn't working to me so please upload it again.

  • Though I have yet to play Pocket Empires, interesting concept I must say, Like dungeon crawl.

    I've had a quick look and here's what I found:

    -You have only two cases where it is either PlayerEndHealth (PEH) <EEH and PEH>EEH.

    Since you have no PEH=EEH, as much as you click Fight nothing will happen.

    -That is caused by earlier condition where EEH will always equal to PEH and is 0

    because SHealth=0 and SArmour=0 making them always 0.

    You might want to simplify your code. Try with simpler equations to see if it works

    before going deeper. Perhaps using Function to avoid repeated events too.

    Have fun!

  • Agree! I've tested my games and most of the times mobile devices couldn't handle them,

    even the simpler ones. Thus I'm sticking with browsers and desktops for the time being.

    I like games that seem easy to play but hard to master, maybe it's a fetish :)

    So I'll definitely keep an eye on your coming releases.

  • Welcome to C2, I'd highly recommend you to read the fabulous Manual. It's very well written and easy to follow.

    And make sure to check C2's examples folder. They are great to begin with.

    Things you might need are Platform Behaviour, Families and Tom's Flappy Tutorial. It might give you some ideas about basic platformer, fake-scrolling and random spawning.

    My idea is that you Make a Family of different platforms and another Family of obstacles/enemies

    You can then spawn Platform Family at a 'predefined' random of X and Y. Says like high enough to run through but low enough to jump/double-jump to... mostly to avoid situations that you can not win.

    Then spawn Obstacles/Enemies on top of Platforms. You can either Create Enemy at a predefined random of X and Y=Platform.Y-(Platform.Height+Enemy.Height)/2. Or you can spawn them at mid-air and have them dropped onto the platform. Or some other ways.

    You can make special platforms that boost/slow speed or reverse gravity,etc. I dont know :)

    Have Fun!

  • Duuuude... I had too much fun. The game is simply great.

    Maybe you can add more animation sprites, running, dying, trolling, dancing or so. Like giving Fred or whatshisname a personality. Shooting upward and downward, secret treasures or medals, a bonus level with a fabulous boss... Do whatever you see fit.

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  • Looking great and hella fun.

    Did you have a day/night or fog system? cus I think it'll be more challenging if you have one. Like during nighttime, you'll have limited range of vision. And since you cant see well until they are too close, you wouldnt know where to focus your firepower to. Says if there is a tanker coming and you are as good as dead when you finally see him.

  • It works for me. The idea is that each Player is assigned with a variable Key = 1,

    when they collide with the Door, they transfer their keys to the door

    (by setting their Key=0 and add 1 to Door). When the Door has enough Keys (=Family.Count)

    then it would open.

    As the door only allows whoever has Key=1 so the ones that already passed

    wouldnt be able to trigger the door again.

  • Here's what I have in mind:

    Door has variable Open (number) = 0

    PlayerFamily has variable Key(number) = 1 (this to prevent one player passing door multiple times)

    Condition: PlayerFamily on Collision with Door AND PlayerFamily Key = 1

    Action: Set PlayerFamily Key to 0

    Add 1 to Door Open

    Condition: Door Open = PlayerFamily.Count

    Action: make door open (your mechanic)

  • I'd love to know If there is anything like that too.

    Here's my workaround:

    Give door a number variable that increase by 1 each time a player passing through.

    When the number equals to the total number of players then the door will open.

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trquangss

Member since 27 Sep, 2014

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