mercuryus's Recent Forum Activity

  • Increase the view? - In size?

    Make the player sprite size bigger and/or change the scale of the layout and/or reduce the size of the layout / window.

  • Hi R0J0hound,

    thank you again.

    I'll take a look into it and will use it with one of the next projects!

  • Wow - thank you Moonstar!

    It's easy to create nice games with your asset.

    I'm working on the second level and add some new elements (spikes, breakable walls, ...)

    With the second level the Knight proceeds down the dungon and it's getting hotter (a lava pit?!)

    Here's the music loop for the second level: track level 2

    And this is the editor view of the game:

    tech talk: the levels are set as tilemaps, the goods where replaced at levelstart with single objects. The enemies (and minor elements) are playced as objects directly.

    This way creating a level is technical easy - and i can focus on the level design.

  • Sounds like a complex puzzle game.

    Very nice ideas with the boxes - simple but mighty in use (if the puzzles are designed well).

    Send you a PM to play the game so far...

  • ...if it's not the challenge of the game to discover the robots mechanic (what would be a nice idea) then i'm quite interrested!

  • he's alive - great job!

    Kenney's Art Assets is a good idea - this way you have an uniform look.

    Do the robot (main character) can jump?

  • tx for feddbacks, yes i have to work on something really especial ^^

    here's a link with some good hints https://www.gamedev.net/reference/index.html/_/creative/game-design/7-effective-tips-to-create-an-engaging-game-level-design-r4579

  • ok i see.

    as mentioned add a family instance variable to each family

    • the instance variable for CHAIR='chair', HOUSE='house', ...
    • the instance variable for BLUE=1, BIG=2, ...

    To reduce the code you can do the following:

    Create a new sprite containing all corresponding sprites (combinations) you want to show - grouped (separate animation) by NOUN and frameindexed by ADJ.

    Name the animations by this NOUNs (CHAIR, ...) [with the first animation frame is the BLUE CHAIR, the second the BIG CHAR, ...]

    The ADJ instance variables have to correspone with the frameindex of each animation.

    Once the resulting combination is fix (all falling sprites are known), you know the instance variables of NOUN and ADJ (e.g. 'CHAIR', 1 (for blue))

    Then you create the representing sprite and set it's animation [NOUN-instancevariable = 'CHAIR'] and it's frame is [ADJ-instance variable = 1].

    I hope you understand the way it works...

  • Searching the forum will help.

    It's a freequently asked question: e.g.

  • kiko2015 it hard to understand how your game works at all (or how it should).

    As far i understand, you want to determin which random sprite combination was created?

    You can set a family instance variable (e.g. 'type') and countnumber each object of the family (1=chair, 2=table, 3=book, ...) and check this variable/constant.

    Better post your project (capx) to understand your question....

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  • NN81 it's a good start - there might no feedback because your platformer is like any starting project here.

    Everything is done solid - the control, the gui, the sounds - the artwork is a mix of 2D and pseudo 3D - this didn't fit together very well but it's OK so far.

    Also the leveldesign is a nice start but there is nothing to keep the players playing on or play again.

    Gamedev and leveldesing is a bunch of hard work - and to attract gamers (especially us from the forum [nearly all here create games]) you have to create something special.

    Something unique in art, design and/or concept - and even then most of us just take a little look and return to the own project.

    My advice is play games the type you want to create - e.g Super Mario, Sonic, ... and take a look whats good and whats bad - take the good (and add some cool new features) and build a game you like to play.

    Tell us whats special (or let the game show the cool things).

    The most important thing is you have fun to create your game - there a zillions of platformers and other games - do not expect too much feedback.

    Again it's a nice little game you've created but - like Cryttexx already said - keep on working and make it

    beautiful

    .

  • > You can set the volume (set volume) depending of a tagged sound depending on your needs (e.g in a loop - depends on your layout switch).

    > The value is db (e.g. -10 is half the original volume, see documentation)

    >

    Thank you but that does not fade out volume, it abruptedly turns it down. But thanks anyhow.

    You have used a for or while loop?

    You need to use the game cycle and a state maschine.

    excample: http://www.gameus.de/c2/fadeout.capx

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mercuryus

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