AnD4D's Recent Forum Activity

  • Ashley - Figured as much. I'm more than happy to send my project over to you, but I can't figure out how to narrow down what might be causing the issue. I do many many layers at the moment, around 19. Not sure if that's way too many. Can I PM the CAPX to you maybe?

    Also, it looks like I'm seeing another bug happening, which I can not figure out for the life of me.

    I've created an unlisted video for you or anyone else on here to have a look at and see what I'm doing wrong. The colour looks a little off, but I'm sure the content is viewable <img src="smileys/smiley1.gif" border="0" align="middle">

  • Not sure if this is a bug.

    I have a very large event sheet, which contains things for all other levels, and therefore when I need to create a new level, I just need to duplicate my layouts, and then change the objects.

    Now, this is fine, and has worked in the past as far as I am aware, but now, when I duplicate it, it's not copying correctly.

    My physics objects which I set up as immovable, suddenly revert to being moveable, and objects with the fade behaviour with the 'active at start' as "no" become "yes". I spent a while trying to figure out why certain objects were invisible.

    Now, is this a bug? It's easily fixable, but undesired, surely.

    Ashley - Sorry if this should be posted elsewhere, but I wasn't sure it was a bug. I also don't have a capx to upload, as it wouldn't look like anything.

  • 2nd bunny killed me. Found the wall jump a little tricky. The art style's not too bad, and the animations are very fluid. Very interesting game. Where will this end up? I assume PC, but I think the style may suit a mobile device if you can get the controls working on that.

  • Interesting... using this method I have been able to keep the speed up, thanks! What an unusual bug. Oh well, only required a couple of extra lines :)

    Thanks a lot!

  • Hi guys!

    Just wondering if anybody can tell me why my game slows down if an object with physics if it plays an animation?

    It just seems odd. I've tried to set it so that the collision polygon is the same throughout, but it does seem to automatically stretch every now and then to fit the character. This would make more sense to me if the object was touching a wall or something while it is animating, but it's just falling down.

    Maybe it's just my PC. Can anyone else check this for me? Just load up the game and click somewhere on the screen.

    Game Link

  • Fantastic! It's the exact art style I'm looking for if you ever want to collaborate on a project <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Fun game. Really love the artwork. How long does it take you to create each one of those ships?

  • fassFlash

    Any luck on this? Or is it working fine for you? I thought a turret defence games would be easy with C2. If I have predetermined levels, then yeah, it should be easy, but I wanted to have the player be able to change the path on the fly.

  • fassFlash

    Sorry, yeah, it's in Beta. I haven't noticed any issues. It's pretty good so far. If I change it to every 0.1 seconds rather than ticks, it seems to work quite well, but it doesn't look that great. Also, sometimes the units (otherwise known as arrows at the moment) just walk through the turrets. Not great at all...

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  • fassFlash

    Doesn't work when I change it to Every Tick. The arrow just sits there. Can you replicate it using the attached example?

    Not changed my Avatar left, still working on it :)

  • Hi guys, I'm having trouble with the path finding. I would like to know if there is a way to clear the path. For some reason, the units just 'usually' follow the original path set out for them, and walk through the solid objects. Not sure why. I believe I can get around it by creating a new object at the location of the current unit, and then delete the original, but that is one heck of a crazy work around.

    Any ideas?

    Link

  • To reach the player <img src="smileys/smiley1.gif" border="0" align="middle" />

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AnD4D

Member since 4 Nov, 2011

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