Erndog2k's Recent Forum Activity

  • ;-p sure you really love pixels ;-p

    so perhaps i will try too give you more details now about my feelings

    I think the hearts take too many place on top of the screen ... the size is good but too many space is lost between each heart ... i think it could be better if with max # of hearts (9?) ... the hearts never take more than 50% of the screen width ... hearts could overlap each others too it's not a problem at all ... for me a beautiful heart is something like that ....

    <img src="https://dl.dropbox.com/u/74282909/heart.png" border="0" /> (i try to keep your sprite spirit for design).

    I have uploaded a small updated ver. Trying something different with the health and HUD. Also I think the A.I is perfect and ready for more complex functions later on. Fixed a few layer problems to also.

    Edit

    uploading proper ver. lol

  • Probably worth a look at supporting multiple screen sizes, especially page 2 which covers HUD alignment.

    Ashley thanks I figured it out already. I simply didn't notice, top option to switch to bottom. <img src="smileys/smiley9.gif" border="0" align="middle"> I simply thought if I were to of clicked top to bottom it would flip the object upside down. That isn't the case tho.

  • Nvr mind,

    Window top, To Window Bottom,

  • Hello All,

    I'm trying to get my HUD/ an object to stay the bottom left of my screen.

    my default layout scale (1.5 Scale) I have everything in proper place all is fine.

    Anchor on Top n left, Parallax 0,0 Hud layer.

    However when I go to zoom out (1.2 Scale) of layout to smaller scale more view. My hud elements on bottom left (rise) up. to about center left of screen. Also become slightly smaller that makes no sense if zooming out? I can easily change size but changing position isn't working.

    I searched the forums I don't find anything.

  • simply Search in the common question (FAQ) top of How do I page.

    Continuous Scrolling Background

  • np <img src="smileys/smiley1.gif" border="0" align="middle" />

  • You are making one simple mistake don't restart layout.

    Go To - Layout - Level 1

    wen layout load all previous variables will be the same unless manually all changed by YOU.

    Also it looks like in your screenshots, you're not using groups you should really have all engine/programming functions in designated groups. Its just easier for too many reasons to list.

    Go To example by N7Effect, on Flickr

    you can just replace wen click with outside layer.

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  • It's in good practice to use layers, especially for backgrounds. You might end up wanting to parallax the background. Can't be done if on same layer as Character sprites.

    my layer structure

    Gui/Hud

    Foreground

    Platforms

    Entity

    Background

    Gui is self explanatory

    Foreground I use for grass infront of player for example

    Platforms is only for (invisible) platforms not the actual drawn platform

    Entity is everything else Sprites (Main Layer) Z layer used alot

    Background Parallax sense of depth

  • nice concept a small glitch wen you change with x right before hitting a side wall u end up suspended in the air.

  • Ok i wait the next release ;-p

    About "alert" mode ... use a very classic system used to make ennemy shoot at players such as drawing a line (limit in range) from zombies eyes toward the character ... if the line "touch" nothing or something which is not the character (the zombie himself or something else) the player can be seen so no alert ... if so "alert". Sure there is many example of this system on the forum, simply search "shoot / line of sight".

    naelian

    I think I fixed my A.I system as far as line of sight goes. It's the same system except wen in range enemy spawns an object/vision. Also changed my background clouds and harts.

    if you hold / you can see everything in action.

    -Edit-

    thanks I have to create a real actual Gui anyhow so I have alot to think and work on. Plus pause screen, loading screen etc etc. I'm gonna play a plethora of Snes games now for some inspiration.

  • naelian

    thanks again for your detailed feedback, your input made me aware of my many mistakes in my earlier iteration. I've been experimenting with many different backgrounds just haven't made one I like yet. I will do another detail pass on the top of the ground maybe some little twigs and rocks?

    The Metal gear solid/ Splinter cell awareness still has a few bugs to iron out, but so far so good. It seems to be very erratic when enemies are bunched together.

    When I get the Splinter Cell thing down I will upload a capx of it.

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Erndog2k

Member since 28 Feb, 2012

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