MrClifford's Recent Forum Activity

  • Hi guys, had a shadow working for my player character for a while but thought i'd now like to add shadows to all enemies. Getting stuck with this one! I can either make it so every enemy gets assigned a shadow - but they are not in the right places. As soon as the enemies start getting killed, instead of the shadow being destroyed by the nearest enemy, the shadow is changing position, then stacking (creating a big thick shadow on the last enemies). Or I can make the shadow appear in one spot (not where it should be) in one thick mass of all the instances of said shadow.

    The states are working fine - switching from idle animation to attack animation shadows but included the code to demonstrate what i'm trying to do. I'm sure I'm just missing something simple - maybe adding another instance variable of some description but after a good few hours I am officially stumped.

    Thanks guys!

  • Currently filling in levels 13-19 with enemies, consumables and traps, the second boss AI has had some modifications and currently just need to refine health/damage amounts from the players character and the boss itself. Little snippet of the events used to create some of the AI.

    The boss will teleport to a random location every 3.5 seconds, shoot ninja stars at the players character every second along with a basic enemy being spawned randomly every 5 seconds (they also throw ninja stars at you).

  • Had a little look and changed a few bits for you to go over. The problems you were facing were due to the layouts using the same event sheet, even though you added a new event sheets, you didn't change which event sheet the layout should use.

    Changed the first event sheet and named it Engine. This is what will be powering the game. Include this on your level event sheets.

    Also changed the way your setting the remaining critters and viruses. Simply added the number of each to update every tick. This way the games not relying on an action to update the remaining scores.

    Also removed a couple of the virus total = 0 conditions as they were not needed. Game looks like a nice little project! Hope this quick revision helps.

    drive.google.com/file/d/1eqeSoh9mGWXuk9hvt4UqfYsdrXyhZu3L/view

  • Hi guys,

    Been working on this game for the last 3-4 months in my spare time. Shukuchi - translated from Japanese means "shrink earth method". This fast paced, high octane project will be available within the coming months on multiple different platforms, but primary Android and iOS.

    Features:

    Unique, high speed game-play.

    Teleport system - instantly attack an enemy, or use it if you are stuck.

    80 Normal levels.

    8 Boss levels.

    Predictive aim ninja star throwing system.

    Achievements.

    Current progress:

    Main engine (this is always getting altered as the levels are created)

    Life system - Complete

    Teleport system - Complete

    Ninja stars system - Complete

    Enemy AI - Complete

    Boss AI - 6/8 Complete

    Graphics - Mostly complete (like the engine, always getting altered to give optimal performance)

    Transitions - Complete

    Scrolling level select - Complete

    Pause w/ options - Complete

    Shadows - Main character shadows complete, work in progress on enemies/boss'

    Sounds - Base sounds in for testing purposes, will change nearer release to final sounds.

    Levels - 12/80 release ready

    Boss Levels 1/8 release ready

    So, majority of the main stuff is out of the way, now I'm on the long slog of create all the levels. It seems to take around 3-4 hours to fully complete and finalise a level so I'm a long way off, but here's some screen shots as of some levels so far! I hope you enjoy.

    Oh and a big thank you to dop2000 for helping me with the local storage and other bits and pieces along the way (plus some of his forum posts have been superb in aiding with some other things)!

    A level in progress!

    Teaser vid to come in the coming weeks!

  • I basically have 2 buttons, with 2 frames. soundOn with frame 0 and 1 and same for music. I use local storage to save the options, which saves the animation frame. Doing it this way allows for the button animation to be toggled on and off along with the sound and music.

    I'm not too sure - by using preloads complete and setting the sound to -infinity db actually results in a better mute. Some events like Is playing/Is not playing results in only about 50% of sounds being muted. Set silent seems to be the only thing that actually stops the sounds 100% from playing but also silents the music.

    Edit: The sound effect "add mute effect" also completely stops the sound, but leads to a massive frame rate drop on multiple clicks/touches

  • Hi all, got a weird one with my sound and music mutes, well sound to be precise. Music mutes properly however sound does not fully mute.

    I've tried many different variations that all result in the same issue - that being a tiny bit of sound coming through on the action before properly muting itself, which is quite annoying as the trigger event occurs many times within a short space of time. The only way I can get sounds to fully mute is if I use the audio - set silent event, but that also mutes the music which I dont want. Here a screenshot of my current setup that works 98%, bar the small flickering of sound issues.

    I've tired global to control the sound, different variations of the code above but the sounds are still not completely silent! I've also though the possibility that .ogg files might be to blame but I've tried different extensions and different sounds but still the problem persists.

    Also using choose("sound1","sound2","sound3") to play different audio for the same event which could be causing the issue, but tried setting just the one sound to play and still getting the issue, so dont think it's the "choose" that's the issue.

    Cheers

  • Problem solved using player.physics.velocityX and putting in event in the correct place!

  • Hello,

    Project i'm currently working on uses velocity to move the player around. I would like the projectiles of a turret to follow the player like in Ashley's turret tutorial - the current formula is:

    bullet.speed+player.8Direction.Speed/2+distance(self.X,self.Y,player.X,player.y)+100*dt

    As my player does not use 8Direction this formula does not work. I'm unsure what the best way to convert it is - I have been playing around with changing the 8Direction.Speed to different Velocity params but to no avail. I have also tried to compare 8Direction to Velocity and vice versa but the math is a little past my level of experience.

    Any advice would be much appreciated.

  • Got it sorted, got the system to create new button, works perfectly. Thanks for your help dop

  • Its destroying the animated sprite! Hurray! However, the spawn new object (healthbutton) is spawning for a brief second then disappearing

  • To be honest I didnt even realise I was using a sub event there, I've been using my phone to do the alterations today. Just had a quick look and can now see the on timer event (as it's on a new top level event) so I'll have another play around. Cheers dop

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  • Dop, thanks for your reply again bud. Thanks for the pointers and yes I now see how I was telling the whole system to wait 10 seconds. After following your advise, and going over the manual countless times I am still stuck! All I can get it to do is to destroy the health button, spawn the animated sprite, the countdown lands at 1 and.. nothing. Numerous attempts, I'm obviously missing something!

    No matter which was I do it, I cant get that animated sprite to spawn the health button again or destroy itself. I'll send some snippets that I've been trying (I've tried about 60 variations so far) but still cant get it to work, and not sure how I can do animated Sprite on animation finished as an event, unless inverting which as you'll see I've tried.

    Also tried with a variables instead but came across some bumps there!

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MrClifford

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