Adrianol39's Recent Forum Activity

  • Im making a tower defense game and i have a variety of enemies. These enemies are using the pathfinding behavior to run through the course. One enemy goes really fast but whenever it makes a turn, it clips the corners of the wall (solid) and sometimes goes right through it. I tried changing the cell size and border but it wont stop going through the wall. Slower moving enemies work fine. Any suggestions?

  • Im a beginner and im trying to publish my very first game. I wanted to upload it on a browser website first so i exported it to HTML but when i try to run it it says: "Exported games wont work until you upload them." Can i get step by step instructions on what to do?

  • Hey Allan, thanks for the response. I have so many global variables because each one is for one star in a level. There’s 3 stars per level. When the star is collected, it shows up on the level select screen. I’m sure there’s an easier way lol but I don’t have enough experience

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  • I have 600 global variables and 2000 events in my game.

    Will having too many cause problems or slow down the game when its published?

  • I replicated your code and found similar results. There's something strange going on with the Bullet behavior.

    8Direction behavior doesn't appear to have these problems when moving along Solids. So I removed the Bullet behavior and used this code instead:

    (If you don't know, Vector X and Y essentially tell the ball how strongly in the X or Y direction it should move.)

    And these are the 8Direction properties I used for the ball:

    It worked and now ill be able to publish my game soon. Youre a hero Voodude, thank you so much!

  • Can anyone help? Heres a video of it I made very quick.. youtube.com/watch

  • It works, thank you! And yes I have the global variables

    This is what I did:

    I had it save on every level once they reached the goal.

    Condition: [Ball on collision with goal] Action: [Save game]

    And I added something to the start button on the main menu of the game for when the player returned.

    Condition: [On start button tapped] Action: [Load game]

    Condition: [On loaded complete] [Go to Level Select]

    (So that it would start at the level select screen instead of the level)

  • would you be able to post your capx file for this? I've done similar things for player movement but have never had this issue. Even screenshots of your events would be helpful.

    Hi thanks for reaching out, it wont allow me to insert an image so ill just type the events out.

    Conditions: ["Touch" is in touch]

    Actions:[Set ball angle toward (Touch.X,Touch.Y)][Set ball speed to 300][Set ball acceleration to 0]

    Conditions: ["Touch" is NOT in touch]

    Actions:[Set ball angle toward (Touch.X,Touch.Y)][Set ball speed to 0][Set ball acceleration to 0]

    The balls Bullet Behavior properties: [Speed = 300][Acceleration = 0][Gravity = 0][Bounce off solids = Yes][Set Angle = Yes][Enabled]

    It follows the cursor just fine in the open but when I lure it against a solid it moves too fast along it.

  • At the beginning of my game, all levels are locked except the first level. When the player beats the first level, the second level opens up, and so on. How do I make it so that when the player closes the app and reopens it, the second level is still unlocked? When the game is reopened, I want it start at the main menu again, but have its progress automatically saved/loaded (just like many other games). I don't want to have the player click a button to load it.

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Adrianol39

Member since 7 Aug, 2017

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