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  • I have this working - just use FAMILY instance variables, remove related object instance variables and you can easily make a system where damage is done to any enemy within that family.

  • Well, here's a quick and dirty video of my StuffGEN - a quick and easy object creation tool - that actually illustrates a full process from creation to implementation to fixes to implementation again:

    The creation parts are at 4x speed, but they also show a visual aid I made in C2 to show what keys and mouse buttons are being pressed - this would help with making tutorial videos.

  • Hello, all.

    I would like to save and load/parse files with a data structure similar to this:

    Frame, X, Y, W, H, Angle - so basically all integers, like this:

    0 256 256 64 -32 0

    And there would be a bunch of them, say 100 or so.

    They need to be parsed in the correct order, but there's no need to access any specific lines or such. So the system would do a For each on some objects, add data on each to a file and then save that as a file on the users system (as a system download).

    Same should happen in the opposite order.

    Can this be done in runtime and what would be the best way to do it?

  • Well, it's impossible to tell, using this given information, is it? What you need to do is explained above - set the dot location to map location + player location/10 (or whatever is appropriate). Also make sure the dot is ABOVE the map in Z order.

  • You really need to put the player figure at about 25% from the left side, not center of the screen, otherwise it's just frustrating.

  • Thanks to Rojo I have managed to improve some export facilities and meanwhile improved many other things (more parts, save states, etc) according to plan. Now you can really build some assets with this:

    Export a clean png image, resize as needed and it's good to go in a game:

    And while my main focus has been technical stuff Burvey neatly shows that you can do way more with it.

  • Use a string and split it into an array?

  • Heh, this is good looking - those faces really elevate what would probably look too simple into something really charming. Going to check out the gameplay.

    Edit: The gameplay is nice as well, but that ad panel on top mildly obscures the proceedings - it feels like those interstatials at the end of the levels would work well enough.

  • A container only "links" to an object in a shortcut sort of way - it kinda keeps in mind that these objects are related. The pin behaviour does actual attachment to objects.

    How many sprites do you have on top of that background?

  • Spreading the word is good, also, you might consider the nowadays popular indie game bundles - if you got the game into something like the Humble Android bundle, for example, it would surely provide some money but also LOTS of exposure (since then by proxy you also get onto most of the big news sites, like AndroidPolice, etc).

  • Your best bet is probably to just make a sprite with a bullet behaviour and then spawn a bunch of them using the Repeat system action and adding random(360) and something like random(200,300) to speed (obviously changing the values according to your needs. It'll work about the same as a particle system, but with more control.

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  • I suppose you could try adding the sprites to a family and move that family the same way you move your background image...

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Somebody

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