Rhindon's Recent Forum Activity

  • Windwalker - I love your thinking there. Actually, what you describe reminds me of Tetris in all its purity. Reach level 9 and it's nothing but a mad-dash to keep from losing.

    jayderyu - Indeed. And that's true for most any genre. Examining the pros/cons of every type of game. Infinite Runners, I think, present a unique challenge to improvement and variety because they simply do not fit into the traditional goal-oriented/completion-minded focus that almost any game promotes. Success is based entirely on NOT losing. LOL

    TheDoctor and hollowthreat - How would you guys improve on or contructively twist the infinite runner genre? How would you make it your own?

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  • All disdain for "Flappy Bird" and it's clones aside, what are your thoughts about infinite runners? Those games who never quite end and just get faster and/or more and more difficult.

    I remember one of, if not THE, first infinite runner type games - the helicopter that's on its perpetually last ounce of fuel as you must navigate through an endless tunnel to avoid crashing. That was it - just don't crash. Fly long and make everyone wish you had that kind of gas mileage for real.

    If you have taken or would take on such a genre of game, how would you make it fresh and original? (Games designed to mutilate Flappy Bird are acceptable.)

  • Yarfapet - That would make sense if that's the case. I'm ALWAYS eager to learn about those behind-the-scenes details as to HOW things work in C2.

  • Yarfapet - LOL Well, that'll do it! I did think about using the Disable Group action, but I wanted to see if I could better understand how I can utilize TimeScale. Thank you for your time! I deeply appreciate it.

  • CAPX: https://www.dropbox.com/s/cb5vw9o59o2hc ... 1-1-1.capx

    Please bear with me; I'll try to keep this concise and clear.

    This is what I want to happen...

    When object MrBlue collides with objects BlockBird or Eggsplosion, the game is over.

    • All objects EXCEPT the GameOver sprite font should be set to TimeScale 0 (zero).
    • The layer "InfoScreen" should turn visible with a red tint and the GameOver sprite font should fall down with its physics property active.

    However...

    I've tried setting the TimeScale of the whole game to zero and the GameOver sprite font to 1, but that doesn't work.

    I've also tried adding all objects (except for those on the HUD layer) to a Family object and setting their object TimeScale to zero, but that doesn't stop certain objects from spawning and moving along.

    None of this is working...obviously, which is why I'm here. LOL

    The lines to check out are on 71 - that's where the game over scenario begins. Also see line 36 (the AmIDead instance variable is my attempt at an alternate solution to keep the spawn objects (off-screen) from generating new platform instances).

  • And if you're paranoid, just download the thing once a day.

    Who says I'm paranoid??? *twiddles thumbs frantically and twitches randomly*

  • Just to verify, on the page you link to, that counter at the top will update every new download, right? Because if not, I don't know where to check when you've reached the millionth download.

  • If that's the case, likely with the platform spawning objects...

    ...I'm going to try to add all GAMEPLAY events into a very large, single group and disable it when paused/game over... I'll also check on the dt issue.

    SUCCESS: pending

  • sqiddster - Well, that stopped all the objects presently on the screen. But it didn't keep the objects from spawning new ones. The system is still moving forward, timers still ticking down...

  • sqiddster - Aaaah! Brilliant!

  • Is there a way to Pick one layer and set the Timescale to 0 (pause) while the other layer(s) are active?

    I have one main layer where the action takes place and then the layer that I want to use for the main menu/game over/pause screen.

    There's probably a lot I don't know about Timescales, though. LOL

    Thanks for your help!

  • - OH! Okay. I thought that's what you meant. Yeah, I've started using that a little more often lately, too. Just so I have objects ready to spawn if they're not initially part of the set-up. Certainly is handy.

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Rhindon

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