hazneliel's Recent Forum Activity

  • Awesome and useful sprites!

  • Functions work like a charm! besides it helps me get my sheets more organized.

    Just read the manual about functions and 2 minutes later I had a Spawning function, it was so easy.

    Thank you.

  • Thank you, I will try it.

  • Hello, Im working on an infinite running game and I need to solve this in the best way posible.

    Currently Im spawning objects individually at a determined position, for example:

    I spawn the ground

    Then I spawn a wall in the middle

    Then I spawn an item after the wall

    Then I spawn an enemy after the item

    I can continue like this but its not practival, besides sometimes I will have two enemies or no wall.

    I would like to have this setup of items like a template, then just spawn the hole template, this way I can have many template or setups and continue spawning them endlessly until the player dies.

    Is there a good way to do this??

    Thank you

  • Seems that each loop cycle is excecuted one after another not respecting the wait, so I tried this:

    <font face="Courier New, Courier, mono">

    For "slowDownLoop" from 1 to 5

         System wait 1.0 * LoopIndex("slowDownLoop") seconds

         txtBox set text to "LoopIndex: " & LoopIndex("slowDownLoop")

    </font>

    but by the time the first second has passed the Loop has already finished running and the LoopIndex is already "5"

    Can�t figure this out without using a helper variable.

  • Why this is not working??

    <font face="Courier New, Courier, mono">

    For "slowDownLoop" from 1 to 5

         txtBox set text to "LoopIndex: " & LoopIndex("slowDownLoop")

         System wait 1.0 seconds

    </font>

    Every time the loop runs it sets the txtBox to "5" from the beguining, I would like to see the counter increment every second but its not happening that way.

    Thank you

  • If you use local storage using html5 or phonegap on Android bb or IOS it uses SQL lite to save the data. SQL lite is not very secure, on Android if you have a rooted phone you can extract the archive, query it, modify it and replace it, on ios is similar.

    What you need to do is encript the data you put on the database, that way even if they read the data they will not be able to modify it in a way to cheat.

  • Inside construct? Im not sure. You could code your own plugin for parsing xmls or jsons using JavaScript.

    For the GPS coordinates you could export your project to phonegap and use phonegap�s plugins for accessing the gps.

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  • Would you add sprite angle change when is on ramp?

    Since the sprite is controled outside the behavior I belive I can get the angle of the current floor and save it on a variable so you can access it from Construct, then you assign that variable to the sprite angle.

    I will research about this a little further in the future.

    Thanks to all for the feedback.

  • I think for wall jump and double jump the importants options to include are if it should work on Jump/Ascent, Descent, or anytime in the jump arc. As well as should it work if they fell off a ledge instead of jumping.

    Currently Double jump works if you fall off a ledge, I may put an option to enable/disable it but not sure at this moment.

    About the options to double/wall jump on ascent or descent Im not sure about the use of it, I cant imagine situations for its use.

    Thank you very much for the feedback.

  • Your welcome.

    Just added the Wall jump functionality, I belive this is a most wanted functionality.

    I would apreciate any feedback to help me improve the gameplay.

  • I experimented a little more and found that the blend modes that CocoonJS can accept are the standard ones like:

    normal, additive, XOR, Copy, Destination over, Source in, etc...

    The ones CocoonJS doesnt support are:

    burn, color, darken, dodge, hard light, multiply, overlay, etc...

    I hope they fix that anytime soon because I made some very cool effects using those.

hazneliel's avatar

hazneliel

Member since 1 Feb, 2013

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