BadMario's Recent Forum Activity

  • I would not worry about it unless it really becomes something one day.

    More likely you can add it here today. https://gcemetery.co/

  • Any thoughts/experience with RAM heavy games on mobiles. I have a few phones I can test on, but I am beginning to wonder since one of my latest games has actually reached 1GB ( 999mb to be precise ) according to Construct's estimate.

    Gameplay seems fine, but I notice a 2-3 second delay while it loads the main layout ( it should go from intro to main part in less than a second using fades ). I know it is the RAM issue, because I tried quite a few things to figure it out. But other than that no actual problems so far.

  • #1. You can already play HTML 5 games on any screen, so nothing new there.

    #2. It is never going to work, streaming games too unreliable, latency will be too much for games where timing matters

    #3. Simpler Construct 3 and Unity games may in fact be the only kinds of games that will work on this thing.

    #4 Demo they showed apparently was not even running on Stadia, so right now it is pure bullshit and would not be surprised if this is scrapped even before launch.

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  • Well, I guess you have to get used to how Construct 2,3 do things.

    I've always been doing this by Comparing instance variables ( if I understand correctly what you are doing ).

    If Monster var = 10 Monster>play animation/do whatever, then when hits frame X, jump,fire a shot or whatever is supposed to happen, and it has always worked even inside a function

    I don't think I have ever used picking for anything and don't feel like I am missing out on anything.

    Then again I still use Construct 2 even though I have subscription to 3 running.

  • You can specify against which objects to enable/disable collisions so maybe that would work instead of completely enable/disable. You can hide a secondary platform behind the main one and have collisions against player disabled, so he can jump through while enemies could still stay on it. And do the opposite for the main platform.

    Assuming your enemies are like classic platformer enemies, just walking on a platform, not really doing the same thing as the player, it should work

  • Can't you just use 2 different platform objects? Then you can disable one without affecting the other.

    After that just a matter of designing levels so situations in your example only happen with top and bottom platform being these different objects, never the same ones.

  • change your code to Lives = or < than 2,1,0 instead of just = and it should work

  • Yeah, but it is possible to accidentally not select the right layer, or for some reason you click to select a layer, but it does not register thus not switching to that layer.

    As far as I remember in Flash it worked this way and was better ( the way we are suggesting ). In Photoshop, at least the version I have, you can paste things into locked layers, but then you cannot select them unless you unlock, which is stupid. If a layer is locked, then it is locked, meaning you should not be able to change anything on it.

    I know this is not a major issue, but not being able to paste objects into locked layers and automatically switching to the layer where selected object resides would improve things.

  • Yes. this is annoying. because this also makes it possible to paste objects into locked layers, which should not happen. If layers automatically switched to selected objects' layer it would not be possible because you cannot select something on a locked layer.

  • I do this all the time, so if I undrstand correctly what you want, this will work.

    Keep all animations in a single sprite and pin it to whatever....

    Add a number after each of your animations. Let;s say Wizard is 0 and has 3 animations, walk, run, jump.

    Add 0 so they are renamed walk0, run0, jump0. Elf animations will be walk1, run1, jump1

    Then use a global variable called selected. When you select the wizard set selected to 0 and in your events target animations like this: "walk"&selected , "run"&selected and so on

    If a different character is selected then variable would be set to 1, or 2, and do the same thing, adding those numbers to each animation's name.

    So that sprite will be pinned to your puppet sprite and the right animation will be playing depending on selected variable

  • I think your example is good enough, so I would not worry about it too much. Just polish it up and finish the game.

    All physics engines, although they help, have things missing. One of the most annoying things with box2D is if something moves too fast it will go through objects.

    Guess what happened the first time I used physics in Unity and threw a soccer ball a little faster. It went straight through the net and through ad boards behind the goal. If you ask a question about this, you will get an answer along the lines of: "you have to use raycasting, bla, bla, bla, code it yourself"

    Shouldn't that already be a part of the ^%$9ing physics engine, yeah it should, but look at the bright side, at least it allows you not to have to code all the other parts that actually do work.

  • Particles.

    Try this one deusx.com/swipe-kicker

    Starts snowing after the second or third kick and snows more and more as the game goes on.

    If that looks good to you I can post the exact particle settings

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BadMario

Member since 3 Sep, 2015

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