lionz's Recent Forum Activity

  • Not sure if you tried a different method but a workaround could be to duplicate the districts layer and scale it up in the same way but make it invisible. A bit of fiddling around I suppose.

  • I'm not sure why you're sending global variable data to an instance variable on the player, you should just use global variables for player stats. As for the healthbar it looks like there is a chance for a bug since you are passing variables through functions on overlap with the takedamage code. No time to investigate now though. 'Added to the player' shouldn't be a thing though so if avoiding that fixes the bug then there we go.

  • Looks like it's a problem to do with the scaled layer. If you set it back to default 1 then it's fine, must think the heli is in a different place. Probably better to use scaled layers for visual effects and not overlap checks.

  • Yeah that could work. I'll have an explorer dude pulling a switch left/right at the top. The middle button can be for rotating blocks at 90 degrees to slot into shapes for treasure.

  • newt

    Yeah I could look into that if it works. I can do chunks of A and B that have a limit before they switch. Any ideas on theme though? I thought cargo will work and then tried to implement something where you are sending the cargo to spaceships in precise numbers but it all got a little too convoluted for hypercasual.

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  • newt

    Thanks! Although the bombs are visual at the moment I have since added a timer. The idea is they count down and you must get rid of the stack quickly or it's game over, it just wasn't implemented yet and I needed to test what amount of time would be reasonable and not annoying for the user.

    I checked out Timberman just now, yeah I'll try not to do anything similar to that. Do you think patterns would work? Memorising patterns seems too easy like you would know what to press and not need to look at what is dropping.

  • Hello! I am making a hypercasual game which is very basic but gets somewhat addictive on mobile. I can't think of a theme though, basically a reason for the As and Bs to go in different directions and for bombs to exist. Check out the link and I'd love to hear if you have any thoughts on a theme that may work.

    dreamy-wing-88681b.netlify.com

  • It's because you have some logic under the on start of layout events where you set the enemy_heli_move instance variable to the district area you are overlapping therefore the heli is always in its correct district therefore it will never rotate to face any other district.

    edit: just realised you are saying the problem is that the variables are not assigned correctly, looks fine to me.

  • So your question is what size are mobile screens? Pick a landscape or portrait orientation, my guess is landscape for a board game. For screen size you target aspect ratios, for newer phones the common one is a 16:9 resolution, for a tablet a 4:3 resolution and some of the older phones use a 3:2 resolution.

  • Did you try overlap? If object is overlapping terminal, set global var to true else set false. If else is tricky to use because you are new, you can use if object is NOT overlapping terminal by inverting the overlap condition (right-click event - invert)

  • On tap is a trigger event which will trigger once after a tap.

    Is in touch is not a trigger event and will trigger the events as long as you are touching the object.

  • Yes, see the comment above. The turret is facing the enemy in terms of angle, just not visual. The front of the turret image should be facing to the right in the layout, it is probably facing up.

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lionz

Member since 5 Aug, 2013

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