SuperV's Recent Forum Activity

  • Thanks, I'll use a collider.

  • http://upload.namelezz.net/downloader.p ... digger.cap

    Steps :

    1. Dig the ground by using left mouse click.

    2. Repeat and move around the place you just digged.

    3. Enjoy the crash.

    To fix :

    Disable "Animations" group in event sheet.

    But why do animations make this cap crash? Can I have an explanation and a fix?

  • Steps :

    1. Create a canvas.

    2. Copy-pasta the canvas.

    3. Edit the copy-pastaed canvas.

    4. Click x and save changes.

    5. Enjoy the crash.

  • I've had a quick look and it looks like a bug caused by families. Put it on the bug tracker and I'll take a look when I can.

    Found problem.

    "Lava" family is still there, even if the lava was removed much earlier than reporting. Fix as soon as possible, since I want to continue developing this beautiful concept.

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  • Sorry, fixed.

  • <img src="http://img241.imageshack.us/img241/4601/screen3ep3.png">

    http://upload.namelezz.net/downloader.p ... nce_16.rar

    ^ Download!!!

    VERSION 1.6!!!

    HOTFIX(place in the same folder with sounds+music!!!) : http://upload.namelezz.net/downloader.p ... HOTFIX.rar

    The game is simple. Survive.

    Move with WSAD, swing your sword with the mouse.

    Red roaches are faster, and have a 1:10 chance (+ difficulty) to appear.

    Black roaches are normal.

    To kill them, simply swing your sword on them.

    There is also a nice combo system.

    Made with construct (scirra.com)

    *** If you do a nice score, post here the game over screen.

    *** If your fonts are Arial, then Google and download "Tom's new Roman".

    *** Download first the 1.6, then the 1.61 hotfix.

  • Insta-win

  • Made for Toxic Milk logo Competition " http://ranmanpro.com/namelezz/toxicmilk/forums "

    This will be used in our scary/violent games.

    Tools used

    * Artrage 2

    * Paint.Net

    Time Spent

    * 35-45 Minutes

    <img src="http://img37.picoodle.com/img/img37/4/5/4/f_toxicmilknom_597373b.png"><img src="http://img28.picoodle.com/img/img28/4/5/4/f_toxicmilklom_c0d7cad.png">

    --- Updated ---

    <img src="http://img30.picoodle.com/img/img30/4/5/4/f_toxicmilklom_74341e9.png"><img src="http://img37.picoodle.com/img/img37/4/5/4/f_toxicmilklom_9413bd2.png">

  • Oh God I love these threads.

  • Good luck, Ash. You won't have any problem.

    You are a genius.

  • There's no way to fix this!

    If I do like this :

    ---

    Every Turret('Rate') ms = Shoot Stuff

    ---

    The turrets shoot at the same rate, because they're istances, not different objects.

    =======

    If I do like this :

    ---

    Turret, On Shoot = Shoot Stuff

    ---

    Construct doesn't recognize the istances, instead, when a turret shoots, the others do the same thing!

    I can't fix it, unless you suggest me a workaround, or Ashley makes the Turret behavior istance-friendly.

  • I can't do anything about it. Debugging it reveals that the reload times and the variables are right, but the last placed turret shoots like the first placed one! I think it's Construct's fault, and my .cap could even be bugged D:

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SuperV

Member since 16 Jun, 2007

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