Cumulocyan's Recent Forum Activity

  • First of all, big thanks to the Construct community for making this game a reality - I never would've thought that someone with no coding experience nor background whatsoever such as myself would be able to create my own game.

    I made this game for non-commercial purposes, just for my game making subject I've taken recently. I would really appreciate any feedback since this game is still in its larval stage, thanks in advance!

    game-development-06-class.itch.io/pool-flagellums

    Tagged:

  • From event 11 and down you have an 'OR experience > x' condition and when you go over 150 event 11 is always true, and on the right you're setting the animation to Swim, so if your score is 150 it will always try to play Swim animation even if you're dashing.

    Is it possible to have OR blocks and normal blocks in the same condition?

    EDIT: Yay after tweaking some of the events, it finally works! Idk why this setting is the correct one but since it's working I'm not gonna judge

    drive.google.com/open

    Thanks for the giving me some perspective :))

    -Another issue: drive.google.com/open

    The trigger for activating pause is working, but for deactivating it is not..

    The game stays paused even after pressing Enter and the countdown number does not do the countdown. Apparently the Wait command is preventing the deactivation to occur, so countdown is impossible to implement.

    - This one has also been making me bang my head against the wall:

    drive.google.com/open

    Have preloaded the files to no avail. This has happened to me a few times already and I do not know what causes it.

  • Hello, I've been making good progress on my amateur game thanks to some people in this community, ya'll are amazing. But recently I've found an error in the coding that I can't seem to fix.

    Link to capx: drive.google.com/drive/folders/15c9c-_2J4sFjuFhx57SyuyhvEIohvvj0

    So, this is a swimming game. You use S and D to accelerate, and Space to dash for a short period of time. After using it, the dash becomes unavailable for a few seconds before being reusable. When you're dashing, the animation is supposed to change into a dash animation. This works fine when the score is below 150 (150 is one of the checkpoints I've set: Whenever the score passes beyond 150, player speed decreases and enemy speed increases).

    For the love of anything I can't seem to figure out why the animation won't play when the score is above 150. Can anyone look into this and help me? Thanks before!

  • (Solved)

    Did a bunch of event recoding and idk where the problem came from but it seems like preloading the sfx helped. Because that particular sfx was slightly longer than most sfx that I have used.

  • Hello, there's this very peculiar audio error occurring on this particular type of event:

    System = Experience more or equal than 100 = Audio: Play Scorepass

    My game is a swimming game in which the player needs to avoid enemies and collect points. After passing the a certain point checkpoint (e.g passing 100 points), a short congratulatory audio is supposed to play, but somehow the audio just lags and drags so it becomes this messy pile of ear pain.

    My capx is in this link: drive.google.com/open

    Can anyone look into this? Any other events have proved to receive no problem at playing the exact same audio. Thanks before.

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  • Use Timer behavior. Before starting the dash, check that timer "cooldown" is NOT running. When starting the dash, start timer "cooldown".

    2. Player.Timer.CurrentTime("cooldown") will give you the elapsed timer time.

    I have tried this but it didn't work.. or maybe the coding was off?

    I have posted the screenshot inside the drive link.

    > 1. I don't know how to implement the items in such a way that it spawns precisely on top of the concrete pool flooring.

    The easiest way is to add invisible "Spawner" sprites where you want your items to be created. Then pick a random Spawner and spawn an item.

    This is done! Just need a mechanic where if the player faces the items (does this require the LOS behavior?), and clicks the A button, item gets picked.

    Edit: above mechanic is done! Since I have more than 1 help item, how do i avoid making them spawn on the same spot (overlap)?

  • Okay, I'm getting stuck again..

    Capx: drive.google.com/drive/folders/1O1-c_SMsZXNbjJcFNA50lM7tVr_itL4U

    General enemy AI ✓

    Missing things: 1. Since enemy spawn is randomized, running into an enemy out of nowhere would surely be unpleasant. I had this idea of making an animation that starts with the sperm cells initially popping out of the depths from a shadow (that can't harm the player, but after a brief moment the sperm cells are able to hurt the player), unfortunately I can't figure out the event coding.

    Score bar ✓ (I called it Experience)

    Dash mechanics ✓

    Missing things: 1. How do I make the dash unavailable for a determined number of seconds after being used (trigger = hold right click)

    2. Possibly a dash bar to show the cooldown?

    Help items X

    Missing things:

    1. I don't know how to implement the items in such a way that it spawns precisely on top of the concrete pool flooring.

    2. Since the player can't pass through the solid borders, I was thinking of getting the items by facing the items directly and clicking Left click. To utilize the items, press Left click again.

    Items are in the form of health recovery and temporary shield (that can be destroyed by enemy collision).

    Phew, that's a lot. If you do decide to pay attention to this very long post, I can only give you my thanks (or a donation? I can buy you a cup of coffee). There's no rush to complete this project so you don't need to answer everything at once. Once more, thank you very much!

    Edit: I bought you coffee, thanks :))

  • dop2000 , thanks a lot! Is there a thread about help items and status effects application?

    also I had posted a thank you message but why does every post need to be reviewed for such a long time? So to quote: big thanks! You were such a big help and it means so much to me and my game 👍👍

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  • dop2000

    I've made the concrete tiles around the pool solid, but the player and the enemies can still pass through them..any ideas on what's wrong?

    Edit: made both the player and the enemies solid. Worked even though a little buggy.

    Any ideas on how to create a good flocking behavior in which enemies don't group so close to each other, and strategy based behavior perhaps?

    I'm currently working on a score bar.

  • Here you go:

    https://www.dropbox.com/s/xfm3t525cwiustn/Swimmer.capx?dl=0

    I can't express how much I appreciate this, thank you very much from the bottom of my heart, this is tremendous help!!

  • LukeW , thanks I'm gonna try it out :))

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Cumulocyan

Member since 10 Mar, 2020

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