keatingb's Recent Forum Activity

  • Man, MPPlantOfficial gets to all the good questions before I can answer. *shakes fist*

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  • AnotherUser I would recommend putting your "move left" to an "every tick" condition. This will allow continual movement.

  • Glad I could get you started in the right direction! I think as long as a small portion of the unit is on screen, pathfinding might work, so spawning them with like a 10 pixel overhang on will give a good impression of marching in to the scene. You can also play around wiith the solids behavior to make walls around the camera zone, but have the layout extend past the camera. If your enemies pass through it, that might work. Unfortunately I don't have C2 in front of me, so I can't test either answer. Let me know if either works, and if not, I'll help brainstorm some other options.

  • Hm... I'm pretty sure that pathfinding works, so long as it's on the layout (That is to say, not on the margins) It's possible some other part of your code is interfering. Can you post a capx of your project? Hope I can help!

  • ramyaswetha Can you upload your capx for us so we can check out what you did? It can be a little challenging to debug code involving math if we can't see the events. Thanks!

  • It shouldn't be too bad, I don't think. Include the light source, and then attach shadow caster behaviors to whatever you want casting a shadow. Tell you what, I'll play with it a bit tonight, and if I come up with something I'll let you know.

  • Groups are an AWESOME compartmentalization tool. Another one I'm fond of is using just an absurd amount of event sheets for further de-tangling. All my UI stuff is in my UI evSheet. The one downside is I keep forgetting to include the new event sheets in to the gameloop's main event sheet, so I'll spend twenty minutes coding something, try it out, and have it not work, then spend twenty minutes going through my own code trying to figure out what I messed up, until someone watching my stream goes "Hey Brendan, remember when you told us to remind you to check if you included the event sheet? Well, did you remember to include the event sheet?"

    I then bang my head on my desk, fix the problem, and get back to coding. xD

  • AM_Games keep in mind Steam Direct will still provide an indie route to getting your game on Steam. Last I heard, the price point for steam is still going to be pretty low, it'll just be per game.

    That being said, I'm currently developing my game with both console and PC in mind, so it would be amazing to have XBOX as an export option.

  • Let's play "How Many Times Can Keating Say Diagnose In One Post?"

    ... *headdesk*

  • Hey maf5713!

    A .capx file is what happens when you save your project as a single file from the file menu.

    On the scirra forums, this is an easy plug and play save file with which we can more thoroughly diagnose problems with your code, and help figure out what is wrong. It's often the case that the problem isn't where you'd expect it to be, so it's helpful to be able to look at the whole project and diagnose the code from there.

    I recommend Google Drive to upload your capx, and then post the link here so we can download and diagnose.

    Hope that helps!

  • Oh wow. Okay. That tutorial is from 2012. Holy crap.

    So instead of making the object reposition to the empty box every tick, instead, use the pin behavior as I explained above. Try putting the platform behavior on both, but with Pin I don't actually think that's a good idea, as at best the Pin will make the game ignore the animation's jump behavior, and at worst, it will double jump for every press.

  • Just because no one directly responded to Ashley 's response to Everade: Dear god, no, please don't drop multiplayer support.

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keatingb

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