Zero6's Recent Forum Activity

  • You could use the "Every 10 seconds" condition before your event.

    There's also a method where you can have a variable (e.g. TimeElapsed), add dt to "TimeElapsed" every tick, and then have an event happen when TimeElapsed = 10.

    Every Tick: Add dt to TimeElapsed

    TimeElapsed = 10: Do Something

  • It can be "Every tick" if you want to. That's probably what you would want though.

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  • The "Bound To Layout" behavior acts something like this:

    Set X to clamp(Sprite.X, 0, LayoutWidth)

    Set Y to clamp(Sprite.Y, 0, LayoutHeight)

    The clamp function will take the Sprite's X and Y positions and will limit them between 0 to layout's width and height, respectively. Changing the last two parts of those clamp functions will change the limits.

  • I'm not sure if someone has made this point already, but I had an interesting thought about the Xbox One.

    Paraphrased from an email I wrote recently:

    ..Seeing how the Xbox One is aiming to be an all-in-one entertainment machine, my question is this: Who owns the console?

    For example, you may have bought a TV for your living room. While you certainly own that TV, you can't do with it as you want. The TV belongs to the family, and you need the family's approval before you can do anything with or to it.

    With that in mind, the Xbox One would be just like that TV. If you want to take it to a friend's house or you're going out of state and you want to play with it, you can't. It would depriving the family of the console's services.

    You also can't use the "Snap" features (like watching a movie and making a Skype call at the same time), because that would interrupt what the family is doing with it.

    Basically, I don't think Microsoft thought this console through very well...

    Who is this Xbox marketed to? If it's for the family, they can't really use the "snap" features without degrading their entertainment experience ("It's like watching a movie with your cell phone on"). If it's for a single person, they can't really play games on it as much, because the family would be busy watching TV, movies, etc on it (if the console is in the living room as Microsoft wants).

    Any thoughts? :P

  • I think California was trying to say you could do something like this:

    Play by Name

    • choose("BGM1","BGM2")

    Your method also works though. :D

  • I've sent you some PM's recently about Super Ubie Land. Wasn't sure if you saw them. :P

  • I'll need to know what was hard to read about the text :) I haven't had anyone else tell me it was too hard to read yet aside of it scrolling too fast at the start - but that version never made it onto the forum!

    <img src="https://dl.dropboxusercontent.com/u/90875920/InfinText3.png" border="0" />

    In my opinion, the text has colors that don't contrast very well, making it difficult to read. When I first tried to read the text in the opening, it gave me a bit of eyestrain. I think the text would better with just two colors.

    (Unrelated to the point above: After seeing the giant boss of level 1, I thought the NES couldn't move sprites that big. :P)

  • The art style is great! Gameplay seems pretty good so far! :D

    Not a fan of the wall-jumping mechanics though (in their current state). They are too difficult to pull off correctly. Can you have it so that the player automatically sticks to the wall, so you can just press the jump button to wall jump? I'm not sure...

    (Incidentally, I always thought wall jumping was more of a gameplay mechanic for the SNES than the NES :P)

    Some other things:

    -Somehow, I fell through the acid around the beginning of the third stage and kept falling infinitely.

    -In stage two, the wolves spawn in the walls and fly out like bullets. Is that just buggy movement or are you emulating some of the weird things NES games do on occasion? Either way, it's a bit unfair.

    -The text is hard to read, especially in the prologue.

    -A restart/reset, tutorial (or if you're really dedicated to this, a small manual. If I'm right, most NES games didn't have tutorials, so all gameplay and story was explained in the manual :P), and a full-screen toggle would be nice.

    Keep it up! :D

  • If you press Tab and then Enter while in a game exported with Node-webkit, it takes you to Google's "What Browser?" page.

    Since you don't need a browser to run Webkit-exported games, can you remove this or disable it?

  • In 128.2, if I rename an effect, it gives an error.

  • I'm not sure about these ideas... I've never really played that many sidescrolling stealth games...

    What if the player doesn't immediately start running when the movement keys are pressed? Holding down the left or right arrow key will make the character start moving slowly until they get to walking speed. Holding and releasing these keys in a certain rhythm could cause a slow walk or sidestepping movement or something...

    (This would probably be weird to get used to... :P)

    You could also try crouch/down arrow key + arrow keys for slowed movement and a sprint button/double-pressed arrow keys for running.

    (This is probably most practical...)

    Or the character could just move slowly by default :P

    I don't know... Take a look at other sidescrolling stealth games on PC and see what they did!

    (I recall a Williams arcade game called "Bubbles" that did a sort of analog movement with a digital joystick. I doubt that helps though... :P)

  • I've noticed that if you go to the desert level and then back to the forest level, the desert music keeps playing.

    Edit:

    Not sure if this is possible, but is there a way you can cancel the firing of the melon. That is, if your finger goes offscreen, the shot is cancelled.

    Sometimes, I was preparing my shot, then realized I needed to zoom out.

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Zero6

Member since 8 Jul, 2012

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