MrClifford's Recent Forum Activity

  • Hey nice little game that. Nice graphics and good, smooth gameplay. My only issue was with the fixed 16:9 aspect ratio, but assume that'll be changed before the final release!

    One other thing that may make the controls a tad more fluid would be instead of holding to power up your shot, make it swipe to give the user more control. Later in the game (where the metal things come) I was struggling to shoot over them to make them drop as I couldn't get the right amount of power. Probably one of those things that you get used to after playing it lots.

    Anyway, good luck on the final release!

  • Looks really good! Gameplay looks super smooth, loads of features and loving the artwork!

  • Got it - I was changing the wrong angle and focusing on trying to change the impulse direction. Was really simple - innerBall - Set angle to angle(Touch.X,Touch.Y,innerBall2.X,innerBall2.Y) + 180 and sorted. Thanks for the brain wave newt

  • Any advice? Thanks

  • Hi guys,

    Trying to add inverted controls to my game that uses impulse to launch the player like a sling shot. However, a couple people who have tested it would like to test with inverted controls - i.e instead of pulling back to propel the character forwards, they would like to try swiping in the direction they would like to send the character.

    Been fiddling with this for a good few hours now but cant seem to crack it. So here is the initial code to move the character forward, and an image to show how the movement works.

    I have tried various things to get this working but none are working so far. At the moment, I have added another ball to mirror the touch, and tried to get the impulse to cause the character to move from the rear, while the first ball is facing the direction of player movement.

    Appreciate any pointers.

    Cheers

  • As Lancifer said, Scale Outer will help adapt to various aspect ratios. For Android, a good starting place is an aspect ratio of 16:9, as this is the standard aspect ratio for Android phones as of 2010.

    That being said, other phones with higher quality displays and curved screens will use a different aspect ratio, but using Scale Outer will fill the remainder of the screen nicely. I test on a Galaxy Note 9 18.5:9 but use a 16:9 aspect ratio with Scale Outer and it fills perfectly.

    16:9 aspect ratios: 1024×576, 1152×648, 1280×720, 1366×768, 1600×900, 1920×1080, 2560×1440 and 3840×2160. If you use say 1366 x 768 you will see more of the background displayed etc compared to 1024 x 576. You will have to adjust your ratio/viewport to what suits your game.

  • Thanks Gugogon!

    Bern a quiet few weeks been busy with other things but slowly changed all the local storage code for the game over the this time.

    Now have a fully fledged system on the go that will save current level score, best score, current star level, best star level, revamped music and vibrate system along with trophies and language select.

    Just need to refine all artwork now then progress and make some more levels!

  • This looks bloody amazing! Already putting ideas into my head and I havnt even finished my first game yet!

  • I was just being a bit dopey! Got it all working now, just needed to set the shadow position to enemy.X,Self.Y and bingo! Thanks again calm, much appreciated. Just going to try and do the ninja shadow now in the same way - will mean levels wont take as long to make as i wont have to be putting that box along all the tilemap!

  • Yes, that's what i'm trying to achieve, shadow remains on ground but opacity fades over distance. But I would like it for all enemies regardless of height.

    Your demo looks spot on but due to the fact i've been using an overlapping event to create shadows on for the player character, the levels are set a little differently. If I use your example, no shadows appear (i'm guessing due to various image points to set the distance without events). If I add in the overlapping loop to the enemies, shadows appear but do not change opacity. My brain is actually getting fried on this one!

    I've put an example of how a level is set up with the shadowbar (invisible) and how the ninja overlaps it. Works perfectly, but not for multiple enemies/heights.

  • Unfortunately it doesn't work. The container works well and assigns each enemy a shadow - and destroys it too. Perfect. However, if i set the shadow to position to enemy XY then the shadow will move up and down with the enemy instead of fading on the floor with opacity.

    If on the first example I add in an every tick to the overlapping event it will occasionally add shadows to the upper enemies but they quickly disappear - then reappear.

    I found by altering the image point on the shadow sprite I could position it to the necessary position per enemy instance. This was to overcome setting the shadow to enemy XY. I found setting the position to enemy.X, ninjaShadowBar.Y was what was messing up the positions in the first place. Works fine for one instance, but not multiple!

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  • Thanks calm - i'll check out the manual and see how they work as I havn't used them yet! Thanks a million

    Edit: Just read the manual and looks simple enough! I can change another one of my enemies now too to cut some events out! Thanks

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MrClifford

Member since 21 May, 2012

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