MrGoatsnake's Recent Forum Activity

  • inanakmugan These explanations are of what it is doing, not why it is being done. So....

    I don't really care for how the default auto-runner template handles the running. Essentially this template creates a treadmill, your platforms are moving left under you, and the player is running right. These events fix the difference in speed as they move together. Similar to if you were walking on a treadmill slower than it was moving under you, you would fall off the back. Or if you were jumping up and down on it. This template manually moves you forward a bit, so you don't fall off the back.

    Here is a link to the arcade where someone posted a capx that I used in my autorunner. Instead of a treadmill, the platforms are static and only the player is moving right. No need for the "hand of god" player placement to correct the game over time.

    http://www.scirra.com/arcade/example/59 ... -runner-v2

    Here is what they say about it: "A slightly better version of the default auto-runner template included with C2. In this, the movement is switched from platform to player. So each block is static, and, after reaching the end of the map, destroyed. Basically, the number of events has been trimmed from 13 to 10, but needs to be modified so the background can properly scroll. So the final product will be about 11."

  • Looks like we have this discussion going on here as well:

  • derikvlog, why would you have solid behavior on the object if you did not want solid behavior?

    You can turn it off dynamically, but it sounds like you need more than one sprite. Ones that you can move through (no solid behavior) and ones you can't (solid behavior).

    If you really do want to ignore solid behavior temporarily you can alter the state, on the collision or some other event.

    Solid actions

    Set enabled

    Enable or disable Solid for this object. Be careful not to trap objects by enabling the solid when an object is overlapping it; see Avoid crushing/trapping objects with Solids.

    https://www.scirra.com/manual/104/solid

  • DetteMan, I am working with something like this in my autorunner game. I have thought out several ways to do this, and this is what we went with.

    For each spawnable item, I store a spawn weight. Each time an item is about to be spawned, a random number score is picked for each item between 0 and that item's spawn weight. The item with the highest randomly picked number score is the one that is spawned. Throughout the game, each level of my game raises or lowers the spawn weight of each item, effectively controlling the probability of the item winning a spawn choice. I store all the spawn weights, and the changes to spawn weight for each level in JSON and dictionaries.

    None of the spawning code has to change for each level, only the spawn weights. I can dynamically turn off an item by giving it a spawn weight of 0, or make an item more likely to spawn by giving it a higher weight than another item.

    You could also store for each level the number of enemies to generate and just keep a counter as they spawn to figure out when to move to the next level, and load the next set of weights and values from JSON.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • https://www.scirra.com/tutorials/1048/p ... k-duration

    Yay! my tutorial helped someone! I wrote that tutorial and it seemed like it was one or two releases later they added those features.

  • https://www.scirra.com/manual/115/sprite

    look at sprite actions as I said before, change the frame, change the animation. or you can use the built in mirror if you want to change the direction horizontally

  • create four animations each with 1 frame each for L,R,D,U

    On left -> set animation to left animation

    On Right -> set animation to right animation

    ..

    ..

    OR

    create one animation with 4 frames one for L,R,D,U

    On left -> set frame to left frame

    On Right -> set frame to right frame

    ..

    ..

  • Export your game and use the Intel XDK. You upload your game, then you can open it fullscreen with their App Preview app for both iOS and Android. A little slower than an instant preview, but it will be fullscreen.

  • Sprite actions -> Set animation

    Just point it to your new animation, if all your images are in the same animations then

    Sprite actions -> Set frame

  • Thanks for all the watchers last night! We will be broadcasting another development session soon (maybe even tonight ) I'll bump this post when we do.

    If anyone is interested in signing up for the alpha test you can sign up on

    All we need is your email to add you to the Google Group for access in the Play Store.

    Thanks!

  • I have been working on a game, Turbo Grunt Munch, for the past couple months. Tomorrow I am going to release the alpha version to a group of testers, so tonight I am making some final tweaks and testing what I have. It is still very early, but I am proud of what we have so far!

    I am going to broadcast this development session on Twitch if anyone is interested in watching.

    http://www.twitch.tv/mrgoatsnake

  • I am making a menu app for a restaurant. One day I might finish it

MrGoatsnake's avatar

MrGoatsnake

Member since 5 Mar, 2014

None one is following MrGoatsnake yet!

Connect with MrGoatsnake

Trophy Case

  • 10-Year Club
  • Coach One of your tutorials has over 1,000 readers

Progress

11/44
How to earn trophies