ShinobiSlash's Recent Forum Activity

  • I will look into this...getting ready to use Spriter for the 1st time, thanks.

  • Like a VR (Occulus Rift) device? Unless you're making a VR game, no.

  • Thanks for the recommendations guys....I will try them out,

  • You use variables with event actions.

    On your shooter sprite put an instance variable.. say enemyShot=0

    Now prior to or in your shoot event initialize variable using action set variable enemyShot=random(0,6), or enemyShot=(choose1,2,3,4,5,6)

    Then use System compare instance variable and = 1 then action whatever, = 2, etc.. or in your example enemyShot<=5 regular shot >=6 special shot. (0 = 1.. so 1-7 is actually 0-6 in Construct2)

    I will try that out, thanks...let you know if it works, Also, I'm using the Turrent behavior to fire the projectiles; not sure if that will affect anything...

  • A decent Video/Ad for your/my Mobile Game? I've read that games get more attention with a video 'commercial' that's attached to it on the App Stores. I plan on trying to do it myself (already made vids of every Stage), so are there any good programs (free preferred, but any reasonable ones) that will get the job done? Thanks for any recommendations.

  • Any smartphone (or tablet) with the latest and most current OS systems running it (Android/iPhone)...

  • Well, just looking for a way on how to get/use randomizers/RNG for Construct 2. In my case, I want a enemy to shoot a common projectile, but say, every 1 outta 7 shots, the enemy will shoot a different projectile.

    Didn't see any actions/behavoir blocks for RNG...

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  • Again, thx guys for all the help.

  • Quick Update: It works, but only at random times...

    http://diplomat-andrew-87181.bitballoon.com/

    The first time I click on the link, it just stops after the first splash screen. But if I close it and re-click/reload the link, it works fine.

    Please, any help? This is a minor issue, but it's really annoying.

  • Are you doing one of the following:

    - adding joints to an object in the same tick that it's declared to the physics plugin / created

    - destroying joints after an object has been destroyed

    - destroying an object that has just had joints attached

    - using a complex collision polygon with more than 8 verteces

    ?

    Also, does it do this in asm.js and box2d physics?

    Eh, for the stuff in BOLD, nah, not really that advanced in C2 yet,

    And I'm using box2d physics. And as stated in the above post, the problem has been solved as of now.

  • Asking if you should switch to Platform from Physics is a loaded question. If you can do what you need in Platform, you should have avoided Physics.

    However, it shouldn't be too much work to quickly experiment. Can you just turn off animations for the moment and play the game? That will go a long way to deciding what to do.

    Yea, I just removed the physics behavior from a few animated sprites (didn't really need them anyway for the most part)...and the game ran fine (in the runtime and html) w/o any crashes, freezes or bugs. Thanks for your help, hope you get the rep points,

  • Are your physics sprites animated? I found this:

    Also someone else reported an issue with animated sprites. You could try using an invisible sprite with physics on it and set your animated sprite to that sprite's position. (I'm hesitant to suggest pinning, as pinning to physics also has it's problems).

    Yes they are...so that's the problem? Well, that would be kinda complicated since they also move and whatnot. So do I give the same behaviors to the sprites (sine, bullet, etc) movements to the invisible ones as well?

    Do you think I should just switch to platform behavior instead? Again, I done all the layouts for this game already, and readying it for release soon (I'm actually doing it for a client). So please, I really need things to work properly, or else it would be a wasted project and 80-100 bucks for the Pro License if I have to go to another program.

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ShinobiSlash

Member since 14 Jul, 2015

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