SoldjahBoy's Recent Forum Activity

  • I would suggest the player remains static on the screen, and the background scrolls around the player/screen... enemies would also be queued to appear at specific intervals based on position of the backgrounds, or maybe a timer.

    ~Sol

  • The most reliable way to do something like this would be to use the timer behaviour, or make a timer for the object yourself (instance variable perhaps).

    [Object Is on floor]

    [Every 1 seconds]

    --- Subtract 1 from timer

    [Object is on floor]

    [Timer = 0]

    --- Do stuff

    [Object is not on floor]

    --- reset timer

    Hope this points you in the right direction

    ~Sol

  • I do this all the time using nwjs... i have my fame open while working at the same time.

    ~Sol

  • I'm in Australia bud

    Can't wait to see how the enemies look... and how the world shapes up.

    ~Sol

  • Looks cute so far

    ~Sol

  • I would suggest making a level editor that is separate to your game. I don't know how you are storing level data at the moment... but you could have the editor export a "level file" that the game will automatically read.

    I have made things like this in the past, and having another program that can run independently is a big bonus.

    ~Sol

  • You need to add the "browser" object to your project.

    Button is clicked -> BrowserObject.GoTo (URL)

    ~Sol

  • > i prefer to place em just outside and then destroy them in the layout start up. Create when needed.

    >

    This had never occurred to me before. I think i'll play with this when I get home. I have a lot of sprites on certain layouts, and I take it destroying them on Start of Layout and only recreating them when I need to saves processing?

    Yes it sure does.

    Destroying on startup can be problematic in some situations though - like if you're loading data for objects.

    I destroy things on startup as well, but often use an instance variable to declare "unused" objects before destroying them.

    I have something like;

    [ON STARTUP]

    --[Object.InstanceVariable=0] Destroy Object

    This way, I can set that variable to 1 or whatever for loaded items, and the default value (0) gets destroyed.

    ~Sol

  • I'll be asleep by then (it's 12:30AM here now) but I'll be sure to have a look in the morning

    I want to see, because your graphics are quite stunning - so seeing it motion is really going to be cool

    ~Sol

  • I can't wait to have a look

    ~Sol

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  • > Either method works fine... a separate "global" layout, or just outside the layout bounds (then destroy on startup).

    >

    > There's no real benefit to using either method, apart from calming any OCD tendencies you may have.

    >

    > ~Sol

    >

    Actually I never thought of creating a layout with ALL objects. Cool solution, and saves event/actions of destroying on starup...

    Please note the layout must be set as GLOBAL in it's properties, or else it may not work the way you expect it to.

    ~Sol

  • I've now reduced the limb count on each dude to be like "normal" people - two segments per limb. Having loads of segments was fun - but it was causing too much impact on over-all performance (especially with a lot of dudes) so I will now be re-doing how they're animated as well. Currently the old "walk" animation is still there and looks more hilarious than ever.

    Please note, the standalone build still has the old arms and legs for now. I will re-upload that later.

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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