SeriouslyCrunchy's Recent Forum Activity

  • How did everyone do? I mostly got scores in the mid to low 2s but rated #182 for theme, very happy really considering my time constraints!

  • Alright, I haven't had time to do it this evening so i'll sort an example for you in the morning.

  • Nice job Scirra

    While I know Scirra works hard on C2, I too agree with the idea of a page for Scirra to highlight their favourite creations, if there isn't such a thing already!

  • By the looks of it its keeping its pathfinding angle/speed after it reaches its goal.

    Try setting the enemy pathfinding speed to 0 during the event 'on pathfinding arrived'. If that doesn't work, I have a workaround that should do the job.

  • It makes a lot more sense for publishers to accept Construct 2's format than for Construct 2 to have to support a myriad of different export arrangements, and then I bet every few months they change it too so we'd have to keep maintaining them all, which is just a huge waste of time.

    This is the most important line for me, and I wholeheartedly agree. Some publishers have very strange requirements and I don't believe it should be Scirra's job to make Construct 2's output fit every little thing publishers ask for.

  • I had a similar issue with a boulderdash style game I made once. What behaviours are you using for the blocks? Checking for overlapping at offset can cause issues, and there are several workarounds.

    One possible way to do it is to have the blocks correct themselves when they stop falling. i.e. when overlapping at offset stop falling and then immediately move the block into the right position (which will be the Y of the block it is overlapping with + its height) in the same frame.

    I can provide a short event block to illustrate this if you prefer.

  • Check the image points of the bar. Make sure the origin image point is in the right place, often if you resize images it will have moved.

    For following touch the 'For every tick : set X = Touch.X & set Y = Touch.Y' should work fine, you should not need to have anything trigger on touch end unless you want something else to happen when you release the touch.

  • Hi there. Is there a reason you are using 'set mirrored' and 'set not mirrored' on the bullet? Is there any reason to change the bullets direction in flight?

    If not, I would get rid of set mirrored and not mirrored for the bullet. As you spawn it from T80 it should already face the right direction.

  • Finally got around to playing and rating all the games listed here,, as well as leaving comments where appropriate, what a great bunch of little bundles of fun!

    Thanks all for the comments on my game too, I just hope next time I'll have a little more time to spend on it!

  • In my opinion the flash and fade behaviours work pretty well for this. You can flick them on and off very easily and you can change the speed of the fade or flash too.

    For instance, for flickering lights you can either assign the light the flash property or just give the fade a very fast time.

    Hope this helps!

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  • I was very short on time but I managed to cobble together a little something : http://www.ludumdare.com/compo/ludum-da ... &uid=40340

    Great to see so many C2 entries, will have to go through and vote on them!

  • As promised, I added one of your music tracks to my latest tutorial on TD expansion, (https://www.scirra.com/tutorials/1134/b ... et-defence ) it works rather well! Again, thank you for releasing these. and I shall no doubt use them again in the future.

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SeriouslyCrunchy

Member since 5 Sep, 2013

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