crowtongue's Recent Forum Activity

  • So here's a few things I thought could use some work.

    • I couldn't play the game with sound, so it made it kind of difficult to know when I'd been hit. It would be a good idea to make the player flash red or something like that.
    • The difficulty is uneven. I feel like the aliens that shoot at you should also have the ability to crouch and shoot or be able to run at you and hurt you. They just feel too easy without a different ability.
    • The boss seems to be way harder than the level. While I found this fine I think a lot of people would feel frustrated. Maybe make a random chance for it's shots to miss completely?
    • There are a couple empty rooms at the beginning that seem to be completely meaningless. I would do one of two things.

           - Make them full of some sort of graphic that adds to the atmosphere of the game and leaves an impression on the player.

           - Turn them in to some sort of platforming puzzle.

    If you fix the gameplay up a bit I think you could actually have a foundation for a great game here. That would be awesome, there really isn't a whole lot of Construct games out there.

    Keep up the good work! I hope to see another version of this!

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  • Funny you should mention solar flare nodes. I've stopped playing because my last play through I was doing amazing until I had to fight a ship in one of these nodes, and of course my ship burned completely before I could even finish the fight. Frustrating! Still a good game though.

  • It would be better if you would post your .cap so we could see what isn't working.

    I made an example based on what you've said. Type something inside the editbox and click the button to change the 'username' variable, and thus create another object.

    dl.dropbox.com/u/69407974/test.cap

  • Ok so this one seems to work now.

    If my screenshot didn't work for you it's probably because you forgot to move "For Each Element" on top of the condition that cycles through the array.

    The only other change I made other than the screenshot is that instead of just spawning objects at CurrentX * 32 and CurrentY*32 I made it CurrentX * 32 + 16 and CurrentY * 32 + 16.

    I believe this to be necessary because the sprites are recreated from their center. If you leave the + 16 out then on loading they will appear in a slightly different spot then when you saved them.

    I've saved the working cap to my dropbox... Hope this helps:

    dl.dropbox.com/u/69407974/Saving%20and%20Loading.cap

  • My example worked fine for me, it just seemed to save the arrays slightly off. Let me take a look at it later and see if I can fix the rest.

  • On second look it seems to be loading the array fine, but that doesn't necessarily match up with what was on the screen.

    I think this may be due to your event that sets the array based on the mouse?

  • <img src="https://dl.dropbox.com/u/69407974/example.jpg" border="0" />

    Change your load event to this. seemed to work for me.

  • upvoted!

  • Oh my! Sorry about that Tulamide. But thanks for the explanation anyways. That actually seems to be the best explanation I could find for this after searching through the forums. And it's always good to know!

  • Thanks for your reply. I guess I wasn't finding what I was looking for because I wasn't searching for "Image List." Since I can only use one file for this object, and I'm trying to create a system where you can add or remove tiles at will, seems like this won't work.

    Is there anything similar or a well-known workaround for this kind of thing?

  • There's a whole bunch of good examples in this thread here:

    scirra.com/forum/help-saving-level-data-in-an-array_topic41705.html

    Basically there is a command to "save array to file" and "load array from file." It's all a matter of how you want to do it UI wise and any differences in how you've made it. For example, before I load my array I have some map properties stored in a hashtable that I load, and I resize the map first too.

    Those examples should get you started.

  • Aw man, I can't believe I missed that!

    Still might pick this up soon. Wasn't aware that anyone had written something this extensive on Construct. Good job!

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crowtongue

Member since 25 Sep, 2012

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