ramagoi's Recent Forum Activity

  • hi ramagoi

    Thanks for your helping feedback!

    1) Thanks I'll fix this!

    2) No it's not wanted, in which level did you find the floating spike?

    3) Yes this is wanted

    4) Fixed, just purge cookie and cache. The weather layer is now under the UI layer. Or is it still to dark at all?

    5) You need to go to the blue goal, then you'll jump to the next level

    Thank you!

    1. ok

    2. see attachment. I found this on similiar stage.

    3. ok

    4. ok

    5. I mean the last stage, the screen become dark and nothing happened while the other stage before is go to the next stage, and timer still running.

  • Here from me:

    1. hold down button, till power empty (just don't move), then release it. The sprite still in tornado state!

    2. there's a floating spike. Is that what you want? or just a mistake?

    3. some coin is impossible to collect. Is that what you want?

    4. yeah like scarma said, first level is too dark.

    5. when I finished the game, nothing happen. I though my browser not responding. Back to level select would be good.

    that's all

  • I've added one to the code. Basically, the logic goes like this: there's a Critical Window, which I saved on the enemy. I made it 75. Then, when the bullet is generated, I create a random value between 0 and 100 and save it to an instance variable. I compare that to the enemy's CritWindow, and if it's greater than the window, I set a variable on the bullet IsItCrit from 0 to 1.

    Then, for the damage calculation, I do the following:

    Bullet.bulletDamage+Bullet.bulletDamage*(Bullet.IsItCrit*Enemy.CritMultiplier)-Player.Defense[/code:11imbed5]
    
    What that does is take the base bullet damage and add to it the bullet damage * the IsItCrit (which will determine whether you're adding nothing or a crit value to the check) and then mulitplying IsItCrit * the CritMultiplier I also added to the enemy.  I'm sure someone else could clean it up, but that's how I did it in the CapX file I linked you.  I'm pretty sure it works right.
    
    Oh, and the evade could be calculated the same way, multiplying the damage by either a 0 or 1 depending on a randomly generated number.  Hopefully this is what you need!
    

    Thank you bro, you saved my life

  • I have same problem before, that's because my card is debit card although there is Visa logo. Maybe some Indonesia credit card didn't accepted.

  • Currently I made attribute for main character or enemy like max HP, Regeneration, Attack, and Defense. I just confused when I want to add Critical or Evade chance and for agility/aspd (more like mortred DoTA). I read some articles but the project can't open so I'm asking now. Please help

    (r195)

  • O there's a sale... but I'm unable to purchase it with my card. There was a message saying the amount must not no more than Rp. 999,999.99.

    Does that mean I can't shop more than a million?

    That's your card problem. Try using paypal or credit card.

  • It wasn't moving before, because you never told it to move.

    Here you go...

    [attachment=0:1fg778jp][/attachment:1fg778jp]

    Thanks again..

    yups i changed capx that time

  • put an image on the screen before go to another layout

    such loading image

    when press button - image set visible - wait 1s - go to layout2

  • Hi again,

    At first, my camera doing good, but when enter low ground, the camera is doing what i don't want to. Camera jump too when player jump. You can see the different when player on the low ground. What I want is keep the ground on the bottom screen like first layout started. How to fix that?

    Thank you

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  • All I know is a game that related to anime has been cancelled by developer on gamejolt. (ex:SAO) But if you still want to make this game, I will play :p

  • You don't.

    Another methods. Thank you so much

    Make a game so much fun. I'm so excited

    Here my project so far

  • ,,,,,,,,,,,,,,,,,,,,,,,,

    Thank you that's work but still wonder why need wait 0s

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ramagoi

Member since 3 Nov, 2014

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