rekjl's Recent Forum Activity

  • Please don't get it the wrong way, but those are some great graphic programs. If you look at some of the work their many users are capable of, it is absolutely stunning.

    Since you mentioned you cannot draw, it is best to slowly develop your artistic skills, understanding of how each program works, and lots of practice. I went through a lot of tutorials for each before I was able to come up with my own style or flow to creating art with those programs. So choose one program, stick with it, watch tutorials and just keep practicing. You will get better and faster, than you will find it easier using all the different graphic softwares out there.

  • Hi Borneo code, welcome to the forums!

  • You mean that once your character passes your enemy, they don't move but just turn and face your character?

    If that's the case than the previous solution I mentioned, using containers and collision should work fine. Just add another condition that it will run only if character.x < enemy.x. As for facing the character, use another comparison, if character.x > enemy.x , set the enemy angle to be facing left, and if character.x < enemy.x, set the enemy angle to face right.

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  • If the character is able to walk through the enemy, than which enemy is going to be the one that moves closest to the character once it passes a few enemies.

    Example: This is the order right now

    Character - enemy a - enemy b - enemy c

    Obviously everyone follows enemy a

    Character moves and now the order is this

    enemy a - enemy b - enemy c - character

    Do they follow the previous order? Enemy a go after character with b and c behind it, or does it change order and c goes after character, b goes after c and etc?

    Character moves again and now the order is this

    enemy a - enemy b - character - enemy c

    Since your character can move past enemies, what happens in this situation?

  • Will your characters also only move in one direction? From right to left? If so, than there is a much simpler solution. Using containers as collision detection.

    Create a sprite to be used as collision detection, with the size based on how near you want the groups to be before they stop. Than use a for each event, for each group that is not overlapping that container, move left. This way, all your groups will continue to move left as long as there is not another group with its container there blocking their way.

  • If you want group b to reach a certain position in relation to group a's position, the only way is to calculate that position and have group b move to it. For example, you want group b to always be 50 pixels to the left of group a. Every 0.5 seconds (use less computation power), set Variable1 to groupA.x +/- 50 (depending on whether you want it on the left or right based on group a's movement). GroupB x is not equal Variable1, groupB move to position x = variable1. You could create another variable and use the same process for groupc based on groupb, and etc

  • If you need to spawn 5 enemies each time, you could use the For event and have it repeat 5 times.

    If all enemies are only moving on a flat ground, it is quite easy, just have all of them use platform behaviour. Use a variable to determine which direction the first enemy is moving in, if it is to the left, set var to 1, to the right set var to 2. Set var to 0 to have them all stop. Than have all the other enemies movement follow the variable.

    To select the enemy at the most left or right, you can use the pick function to pick either the one closet to the left or the right edge of the screen. This way once an enemy dies, it will pick the next one closest to it, and you can apply the same var and logic to it.

  • Ashley, haha yes I guess it is almost impossible for Flash to just be considered obsolete, and I'm sure Adobe is working on a fix or something to replace it. It is definitely a win if other browsers all start taking html5 that much more seriously.

    Nice, if Shumway gets more exposure and support, this will also be a great benefit to all of us here as browsers will get another reason to go html5.

  • I'm pretty sure all the games featured at the frontpage has passed the 5000 mark.

  • Looks like major companies are going to drop Flash soon. Chrome is one of them, citing security loopholes they were recently made aware of. I am not sure about the other alternatives for Flash out there, but do you think this might force many to reconsider and better support html5? Could this be the big break html5 needed?

  • imaffett, thank you, this update is really a big step up. Like shinkan mentioned, the biggest improvement when testing out my game, is that previously when the frame rates drop to mid 50s and below, it stutters very visibly. Now, even if it is at low 50s, the stuttering is very minimal. That makes the game so much more playable. As for fps, there is a slight improvement, for my game it is around 5fps.

    Again, thanks, this was a great update, can't wait to see how much more Intel XDK can improve in the near future.

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    Hahaha just brilliant! That's one way to make sure the players remember your name!

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rekjl

Member since 13 Oct, 2013

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