RayKi's Recent Forum Activity

  • Yes, I would like to know that too. How do I upvote this question? lol

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  • Create a "A" variable to generate random numbers every second, every tick, whatever you prefer.

    Create a "B" variable to generate random values.

    Create a Instance variable "C" on your enemies that will hold any value.

    For each enemy you spawn, set it's stance variable "C" to the value of the variable B.

    Then every tick, or every second, or whatever you prefer, compare the values of "C" for each enemy in game. And then set a command to whenever "C" has the same value of "A" simulate the enemy's jump.

  • Here friend, see if this helps: https://dl.dropboxusercontent.com/u/183 ... 20Box.capx

  • I saw a tutorial about it once. I think you can find it easily too.

    But anyway, the easiest way to do that in my opinion is to put at the block the platformer behavior, set it speed to be less than then player's speed, disable the default commands so the player can control the main char but the block itself, then anytime the player collides with the block you simulate the block to move the same direction as the player.

    The collision will be more smooth if you create invisible objects around the box to be pushed for the player to collide with.

    I don't know if I'm being clear enough, but give this a though and try and play a little, and if you still don't manage to do it come back here

  • There are two ways I can think of.

    You can compare the X of the enemy every time the enemy leaves the layout, and then depending where it is you change it's direction.

    Or, I don't know if this is the best way to do it, but this is how I do it, you can create invisible sprites that doesn't interfere with the game, and then you set the enemy to change directions every time it collides with the invisible object.

  • Several ways to do it.

    You could use two variables, a variable for the monster HP and one variable to keep track what level your player is. And then you set the value of the monster HP related to the number of the variable keeping track of the level.

    Or, you create a bunch of different variables with the HP of different monster.

    Or, you create a instance variable inside your Monster object and then you set the value of this variable to the amount of HP you want your monster to have.

    Each way applies better depending on what exactly you want to do.

  • The game sure looks good, and I would love to play it. Unfortunately I don't have any devices to do it. Could you upload your game on dropbox or any other place so it can be more accessible?

  • I don't know what exactly you are trying to do, but the cast shadow function is better use for dynamics scenarios or games where the light source change places.

    Depending on what you want to do it'll be easier and have better performance if you just draw the shadows as part of the background or the sprite itself

  • Hi friend. When designing your sprites try to draw them always facing right.

    Use the rotate to direction can work pretty well with the set mirrored function depending on what you want to do, since you're only playing with construct 2 there are a bunch of cool stuff you can learn from those functions, just look for some tutorials here in the site.

    And yes, you can change your sprites and animations after developing the entire game. Usually when I'm starting a new project a use only squares, circles and other simple shapes and the actual design and animation I add at the last part of the game along with the music.

  • That would make a really funny and simple game

  • If you wanna draw the assets yourself, I suggest any image editor like photoshop, fireworks or even SAI. But if you are looking for free softwares I think Gimp is the best free one.

    But there are several web sites with free assets too if you don't mind using it.

  • I suspect you used the System's "Create object" action to spawn your projectiles. It fires only once, no matter how many objects currently in the SOL. You can either add a "For each enemy object" condition or replace the action by a "Spawn object" under your enemy sprite object.

    I didn't know about the spawn function. It worked perfectly, thank you very much

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RayKi

Member since 25 Feb, 2014

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