brunopalermo's Recent Forum Activity

  • Hey NECRONOMICRON!

    Something like this? (using pin[rope])

    https://www.dropbox.com/s/lf80ci5win02g ... .capx?dl=1

    Hope this helps. Cheers!

  • Or just add a condition if layer is invisible > set group buttons inactive and vice versa. Thus, when you make layers visible or invisible, the buttons on it automatically become active or inactive.

  • And here's an example with a simple skill system. I added 2 more enemies and their skill levels are 10, 25 and 75. You can tweak the values and see how precision changes. Precision will also decrease automatically with distance since a small deviation at the end of the gun means a bigger deviation the further the enemy is, which is pretty realistic. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://www.dropbox.com/s/40ukw8mlhxql0 ... .capx?dl=1

    Cheers!

  • The checking for the state (0 or 1) should be nested under the On key pressed event, not the other way around.

    Also, I'd suggest you make the state variable a boolean instead of a number. That would reduce the number of events since there's an action Toggle boolean.

    In the example below I did both things, but I changed the state variable to a On variable which is a boolean and may be True or False.

    Hope this helps... Cheers!

  • Could you share the capx, so I can reproduce the error and do some testing?

    Cheers!

  • Hey NN81!

    I understand your point and, at some length, I agree with it. That said, I'd rather suggest the more efficient approach and even help the person out on getting it done. this way we'll have one more person that can do it properly and can share the knowledge for doing so... But, yes, I understand the point of giving easier and safer approaches.

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  • Actually, it's more organized to have an array, json, xml, whatever, to setup the levels and just one layout to read that and build the level. Also, having all loadable objects on a separate layout allows you to only create the ones used on that level specifically, there's no burden whatsoever in this model dop2000 is explaining...

    This is not, or at least shouldn't be, a strong minority. Several games would be better implemented if they used this framework. If the majority doesn't, it's not because it's better, but because the majority is probably not skilled enough to do it properly, I guess.

    Finally, let's suppose you created 100 levels and noticed, later, you must make some change on level structure that would affect every level. With the multiple layout setting you'll have to make this change 100 times. With the other approach you only change once.

  • I wasn't even interested in making this kind of games, but checked this thread just to see what was up. I was completely taken aback by your solution R0J0hound!! Who would think Construct 2 could handle this kind of stuff?!?

    Amazing!

  • There is no such thing as "the best platform". Some platforms may be "more suitable" for a given game, but hardly "the best". I'd suggest you to publish on as many as you can. It would be good for you to understand the perks of each platform and compare reception on them, thus, giving you actual information on what platform is best for you.

    Note that some platforms will demand extra implementation, like the login/permissions for Facebook, for instance, while others will be simpler. This should count when deciding if the returns are worth the effort. But you can only know if you test every one of them, which I recommend.

    Regarding you game, I noticed it has a bug. When you restart the match, you play the main song again, but you never stop the latest instance, so we get the same song playing twice simultaneously. You should add a stop all sounds action there. Also, I'd have some comments on game design issues, if you want to hear them, just PV me.

    Good luck on your project!

    Hope this helps. Cheers!

  • Also, you could use dop2000 solution, which is perfect, together with a instance variable for the enemies, like "skill", so you could set the range of accuracy for each enemy individualy and it would be consistently bad, good or average, for the whole of his existence in the game. This way you could even improve a enemy's skill whenever he hit the player or survived an encounter, making it look like they're learning and improving.

  • Hey tuzke!

    Are you talking about Facebook permissions? If that is the case, you include them in the Login action as seem on the picture below:

    For a comprehensive list of Facebook permissions ceck this page: https://developers.facebook.com/docs/fa ... rmissions/

    Hope this helps. Cheers!

  • Can you share a capx? It is easier to address a problem if we can actually see the code and run tests.

    Cheers.

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brunopalermo

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