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  • So right now I have 4 different objects that use the same exact graphics and do the same exact thing but they are in different spots.

    I have to make them different, because the way I am doing it is like this

    "if button 1 is pressed, shoot turret 1"

    There are 4 buttons and 4 turrets, and basically im copying the code over 3 extra times.

    Is there a better way to do this?

  • I've had this problem too.

    I haven't tested it too much, but try putting a button on the screen that you can click, and then go out of focus again and try clicking that to put the game back in focus.

    Just an idea...duno if it will work.

    Edit: Nevermind. I tried it with your game and it didn't work.

  • Thanks for the quick reply.

    I know to do it that way, but it seems that the Pokemon games are seamless in terms on the game world. Besides going inside houses and dungeons.

    This is probably because all of the NPCs and such are loaded/unloaded once you reach a certain way point.

    I've noticed upon entering towns, there's a small half second lag. That's probably what I just mentioned happening.

  • I wanted to do something similar to this. I started out with small bricks and tried linking them together, but that was disaterious. I ended up making this game:

    newgrounds.com/portal/view/612857

    It's just stacking platforms on top of each other and the physics engine freaks out and collapses the building, but I thought it made for an interesting idea. That's one simple way of doing destruction.

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  • Make a big invisible sprite and if the player is collided with it, apply force (if youre using physics) to the player in the direction you want.

    I guess if you arent using physics you can constantly set the X or Y direction by a small amount of pixels every tick in the direction you want.

  • Set up a boolean on the NPC.

    If "Talking" is false, move randomly around.

    If "Talking" is true, stop moving.

    Just set Talking to false after they stop talking.

  • In the Construct 2 root folder, there is a sub folder called examples, and another sub folder called templates.

    I imagine deleting those would do the trick.

  • I believe there is a behavior that does that, but if not, just put it on a new layer, and in that layer, in the properties, set the paralaxing to 0,0

  • It seems self explanatory. I don't see what the problem is.

    <img src="http://puu.sh/2qqou.jpg" border="0" />

    <img src="http://puu.sh/2qqpu.jpg" border="0" />

    <img src="http://puu.sh/2qqqo.jpg" border="0" />

  • If I were you I would use the key commands to do your own movement instead of the arrow keys, but you may want to keep the mirror key for left and right because I'm not sure if the platforming behavior can detect that.

  • Try doing something like this instead, since you are using platforming.

    <img src="http://puu.sh/2qoLT.jpg" border="0" />

    You can check if the player is falling, jumping, near a wall, walking left or right. It's a lot easier.

  • The link doesn't work. Not sure what you're trying to say.

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Sushin

Member since 28 Feb, 2013

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