VIKINGS's Recent Forum Activity

  • Hello World,

    Ok, check my super horrible drawing below. I wanna have an object that on created(I'll probably want to be able to create it in random positions, I know how to do this part) will move a certain distance from point A to point B and along the way will perform one(or more) of those loops like you see in roller coasters.

    Any idea how I can do this please? I haven't a clue even what behavior to use(sine, litetween, pathfinding, splinepath, etc.) or how the events would go....

    Thank you.

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  • Glad to be of help

    Here's how your tweet turned out, hope you like it:

    Mr.Clim needs your help climbing trees! Come see how far you can climb.

    https://play.google.com/store/apps/deta ... r_ClimTree

    #android #androidgames #free #app #indiedev

  • Yeap, that worked MadSpy . Thank you.

  • Here's another simple, though probably not very professional, way of doing it skyhunter93 . I used this method to shake the entire screen, not just a button, but it should work just as well for anything that needs shaking.

    Just repeat the first 3 events as many times as you want to get a shake duration you are happy with and at the end just set the object back to it's inital x,y. You can olso trow in a vibrate event somwhere between the first few lines using cranberrygame 's vibrate plugin if you want.

    Hope it helps.

  • Hello World,

    So what I want to do is ramp up the difficulty in my game. So once a certain score is reached I want a function to be called and that function to start spawning an object every "timersine" seconds. Timersine is a variable that I change in other places.

    As you can see from the pics below I tried in various ways to make this work and failed every single time. Usually I manage to just hang the browser and get "script has stopped working" errors.

    Please help, what am I doing wrong?

    Thank you.

  • Ok, thank you Fidasx . Then I guess I can just save the viewport values in some variables on start of layout, and then I can use those variables later for the random positions and stuff.

  • Hi AndreasR I checked out your shatter-box site, very cool mate. Thank you for all the awesome free work you did/do for us.

    My suggestion/request, if you want to tackle it, is a paypal donation button/system within the game that gives the player the option to donate whatever ammount of money he wants($1 minimum lets say). And of course after he donates he is presented with the choice(yes choice!, this means he can decline) to remove ads.

    This would be much better, in my opinion, then having to deal with set ammounts and dozens of different tax rates for each country like you would get when using the iap.

  • K, thank you Fidasx , so viewport means the actual visible part of the layout, correct?

  • Well I'm horrible at it!!!! But that's not your fault. The idea is nice, but the art style is not to my taste.

    Couple of suggestions:

    1. Start with a lower speed for the objects, but keep ramping it up the longer the game goes on. That should be fun imo, a "see how long you can last" kind of situation.

    2. Add some more powerups/powerdowns. For example you could add a powerup object that, if you manage to wack it, it will reverse the movement of the objects for a bit, thus giving you another chance to destroy some of the ones you missed. Another powerup could be a "bouncy ball" if you hit it starts bouncing between the walls(screen edge) and the other objects, and destroys said objects for you on impact(giving you score and stuff just like if you had destroyed them yourself). etc.

    On the final release I'd like to help out with spreading your game. I don't have a lot of twitter followers, only around 200 or so, but I will tweet about your game if you want. So if you do save me somewhere, and when it gets done send me a pm telling me what particular message, hastags and link you would like me to use.

    Good luck with your game mate.

  • Nice game . The idea is nothing new, but I like it, and the art style is great.

    Sadly I don't have an android device to feed your fishy, but I would like to help. I don't have a lot of twitter followers, only around 200 or so, but I will tweet about your game if you want. Any particular message, hastags and link you would like me to use?

  • I like the art style of the game, the character/enemies not so much.

    The gameplay is ok, but maybe you could add a key to jump? Would make those nasty guys easier to handle.

    Anyway, it's good for a start, keep at it, I think it could really turn into something.

    Good luck.

  • Helo World,

    This next game that I'm gonna be working on would be perfect for using scale outer. However I'm having trouble figuring out how to set up my game based only on the area that the player can actually see on his particular device.

    For example lets say my layout is 640x480(and lets assume everyone can see all of it) and that I have an object(size 30x30, origin at 15x15) that I want to spawn in random locations. Normally I would have some events like:

    1. on start of layout | system scroll to

    x: 320

    y: 240

    2. every x seconds | create object at

    x: random(40,610)

    y: random(40,440)

    So in that scenario I know the starting x/y and the ending x/y of what the player can see. And I know that I have to add 40 to the starting x/y and substract 40 from the ending x/y, that way the object will be created at random positions but will always be fully withing the layout and will have a little space between it and the layout edge.

    However if I use scale outer I would need something like(let's call it visible.area, I don't know what the proper term is):

    1. on start of layout | system scroll to

    x: 320

    y: 240

    2. every x seconds | create object at

    x: random(visible.area.start+40,visible.area.end-40)

    y: random(visible.area.start+40,visible.area.end-40)

    And it's not just for randomly spawned objects, that was just an example, I would olso need to always keep my HUD elements at a certain distance from the visible.area edge, etc. So, in conclusion, how do I make sure that my entire game is always within the part of the layout that the player can actually see on his device?

    Thank you.

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VIKINGS

Member since 13 Feb, 2014

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