theseanmullins's Recent Forum Activity

  • Since I have began my new journey into game development I have often wondered how others are keeping track of their levels. I am planning arcade style games where the player progresses through levels and cannot go to a previous level. Imagine the game Balloons. If the player survives the round and pops all of the balloons they move to "round 2", difficulty is increased etc. The player simply sees the next round, but how is this configured/coded in the back ground?

    For my games, I was thinking of simply keeping a global variable and if the player completes the round then the game will add one to the variable. This Global variable would drive the game to load the next level and certain objects being loaded for certain levels or difficulty being increased along with other level dependent things.

    This is my narrow minded idea for level control. How do you all like to handle level control?

  • I love the artwork! It's easy to look at but at the same time it is eye catching. Nice work!

  • Would you be able to share some of your bullet code?

  • The artwork is freaking awesome! What are you drawing in? And just for our information, what size is your artwork for the game? Is it full scale 720/1080 etc?

  • Ah yes ok I see that now. I also like how that layout is basically a main place for the objects. Alright thanks everyone!

  • Sorry I guess I'm still missing it. When I go and click on the player base in the folder system, Object types > Player > player_base , the 8direction behaviors have "(no instances)" in the columns for acceleration and max speed etc.

    However, after searching I see that max speed is set to 90 on event 54 of eGame Room event sheet. I believe it is set that if the character isn't dashing then set to max speed of 90?

    I guess my confusion is because I would have thought there would be a default value for max speed some where. The main reason I am looking into this is because I like how the character doesn't appear to accelerate and decelerate. It just moves at the set speed and I was trying to figure out how to replicate that.

    Thank you for your replies!

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  • This is probably a simple question, but what dictates the characters speed in Demonoire? I'm sure I am not looking at the right spot, but I do see the character has 8 way movement, but I do not see what defines the speed.

    P.S. Thank you to whomever, created and decided to post the demos. They are EXTREMELY helpful.

  • I would be very interested in seeing that because I have been using/learning sketchbook pro ever since they released it for free. I actually just drew my wife a card for Valentines day using Sketchbook lol and I have started drawing a few sprites for my short game with it. I would be interested to see how you set up your brushes and how you created the any animations. It is looking great!

  • I LOOVE the hand drawn art! I'm not a big plat former player but your video made me want to play it! Can I ask, 1. How did you draw all of the art and import? 2. What physical size did you draw all of your artwork? For example, did you think you wanted a 1080 screen so you made your drawing canvas 1080 pixels and then your cornflakes lets say 64x64? I am struggling to find good solid advice on the actual size that I should draw game sprites.

  • Nice work! Would you mind dropping some hints on how you made the spring effect? I have been trying to do something similar. It appears to be jumping at the user and moving to a different location. How are you getting the spring to scale up in size to a certain point that is roughly mid way through its path and then reduce scale as it gets closer to its final destination?

  • I was thinking that calling the function would "jump" to the function and run it, then come back to the the line under the function. I already have some other ideas to try now. Thanks everyone!

  • Ahh ok thank you Plinkie!

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theseanmullins

Member since 14 May, 2017

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