VIKINGS's Recent Forum Activity

  • Ok, guess I'll try the variable approach then. And I'll read up about findings too C-7 . Thank you guys.

  • So guys any other suggestions, tips, praise, criticism, etc.?

  • Well the music didn't bother me, so I took a look at it and I see what you mean. Looks pretty complicated mate, I'm not sure what to tell you....

    I'm not sure what the right way to do it is, but here is how I would attempt it:

    1. I would make the character/enemy art and then I would split it up into pieces. I would olso create an outline for the character and color it with a random color.

    2. I would then load the outline into C2 and load each of the art pieces, all of them as a seperate object.

    3. I would then position the outlines where I want on the levels and then put the pieces on top of the outline to make it look like a complete image.

    4. I would then add the pin behavior to each art piece and pin them to the outline. I would probably(not 100%) have to add the physics object to each piece too.

    5. Then I would make the events on laser object collision with outline check the y of the impact on the outline. Then unpin the art pieces above that y, and set a gravity for them.

    That's how I would do it, but like I said I am sure there are better ways of doing it. I just don't know what they are. Good luck mate, you're gonna need it, hope it works out for you.

  • So first of all, in the future get all your layers in place from the begining, start from the ground up, and if you don't have all your graphic assets in the begining at least use place holder graphs.

    As to your current situation after you select add layer at bottom and you put your background in it, go to the layers above and set their property transparent to yes. That Should get everything to display properly.

  • Like I said, after I saw your events MadSpy I figured out what he meant. So now I understand, thank you.

    Now I'd just like to know if there are any pros/cons to the variable way, pros/cons to the groups way and, in case there is yet another way to do it, what is that third way and what pros/cons does it have?

  • You're welcome Niek . Good luck.

  • Ok, thank you MadSpy .

    Is that what you where talking about too blackhornet? Because before I saw Spy's post I was about to write, quote:

    "I'm not sure I'm understanding exactly what you mean blackhornet (it's too damn hot!! I can't concentrate... ), I'm sorry. Could you please trow a bunch of events togheter so I can properly get what you're talking about."

    And tell me guys, are there any pros/cons to using this idea with variables and any pros/cons to using my idea with groups?

    P.S. For anyone else who would like to chime in to the discussion is there another way of doing this? And what are the pros/cons of that other way?

    P.S.S. The reason why I am so insistent with pros/cons and multiple ways of doing it, is because this time it's not a case of "this is a small part of my game I'm having problems with". This time it's a case of "this is gonna be the main foundation for this game". That's why, it's not because I don't trust you or appreciate what you've said so far, kiss kiss.

  • Add a seperate layer for your HUD elements. Then go to that layers properties and set parallax to 0,0.

  • Hello World,

    I'm gonna start working on a game where I have to ramp up difficulty in real time. So my question(though proably poorly written) is how can I change events with other events?

    For example lets say that I have an event every 1.5 seconds | spawn enemy . And lets say that I want that to happen only while the score is under 100, when the score goes beyond 100 I want that event to change from 1.5 seconds to lets say 1 second. Another example let's say I have an event where I set the magnitude of a sine behavior to 40, again when the score reaches a certain point let's say I want that event to change the magnitude from 40 to 80. And so on and so forth. Multiple events, affecting different things, that would all need to have their properties changed in an instant.

    So how would I do this? Should I use groups? I noticed when adding a group that it has a tickbox "active on start", am I correct in assuming that I could have a bunch of groups(one with the 1.5 seconds eevent, another group with the 1 seconds event, etc...) and then enable/disable them whenever I want?

    Is that the way, does it have any pros/cons, is there a better way.... What do you guys suggest?

    Thank you.

  • Looool. The whole reason I used listbox was to make it as easier and conveniet as possible for the player to choose his level and difficulty.

    But thank you for your input Aphrodite , it's very much appreciated, and thank you for trying it out. Hope you have fun.

  • Hello World,

    I've just published my second game, Space Marmoreus, on google play. Please go try it out and help it grow?!

    At least give it 5 minutes of your time and if you like it help spread it around by giving it a 5 star review, telling your family, friends, social media, etc about it. And if you don't like it, tell me what I did wrong so that I may improve in the future.

    Thank you all very much, here's some info about the game:

    Description:

    The universe has been invaded by billions of marmoreus. The only thing standing between them and earth is YOU!!

    Fight your way through the swarms and prove to your friends that you are the best by getting the highest possible score on each level and posting your mega score to the leaderboards.

    Space Marmoreus is a fun, challenging and addictive space puzzle game with lots of unique levels, some of which require near perfect precision to get the best results.

    Features:

    • 20 levels to start(with more on the way)
    • beautiful space backgrounds full of color and detail
    • 7 awesome tracks for you to enjoy while saving the world
    • leaderboards system, can you be the top marmoreus destroyer in the world?

    Googleplay Link: http://tiny.cc/spacemarmoreus

    Screens:

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  • Great. Thank you very much again for all your help AndreasR .

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VIKINGS

Member since 13 Feb, 2014

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