Vallar's Recent Forum Activity

  • I sometimes encounter a similar problem too , the way I solved it is by add another condition to the "On Destroyed" condition.

    For example I setup a variable called LayoutDone and had it set to false by default then setup the condition for the destroyed event as:

    "On Destroyed" and "LayoutDone = false" > Do actions here.

    Hope that helps.

  • You can try to setup the object and the collision change as an animation. The way to do that is easy. Once you have the object setup as mentioned, you just have duplicate the animation. In that duplicate, change the collision on it as you want.

    After that setup events to play the new animation when the box is destroyed. You can also achieve the same thing using frames instead of animations if you want.

    Here are a few images to show you how to setup the frames:

    Hope that helps

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  • Hmm... why not make it that these zombies climb up the platform you have?

    You can spawn the enemies at the lowest Z depth possible in the layer, play animation and move them up as the animation plays and when the animation ends, you bring them to the top of the Z player along with the player.

    Another way is to spawn them at the end of the path (which I found out you can fall from). and have them walk towards the player. That way the player feels as if they are coming from the end of the path. Could place two gates/buildings at the paths ends for added realism.

    Oh and S and D buttons don't do anything. Only the A button does damage the rest do nothing.

  • I checked out the game and it does have promise to it.

    I am unsure if you know about this or not (somehow I am guessing you do), there is a video by Vlambeer's designer JW called The Art of Screen Shake. It is quite relevant and useful to what you are trying to do here. I suggest you give it a watch.

    I am not going to say anything more really since the video sums up everything that needs to be said or done for a game like this.

    Good luck and good work

  • Hey guys,

    I recently had an idea and was wondering of its viability (read: fun or not) so I whipped up a prototype for it.

    I really don't want to reveal the concept before you play it. Because that is part of the feedback I was looking for.

    The controls are:

    Moving ship: Move your mouse around.

    Special ability: Right Mouse Button (requires 5 Power Surge to use).

    Advance from How To Play: Space Bar

    It is a web game so here is the link:

    goo.gl/HEFZBH

    The feedback I am looking for (in addition to anything you'd like to say):

    1- Is this fun or not? <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused" />

    2- When did you stop playing? Why? <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised" />

    3- Did you notice any bugs? What are they? <img src="{SMILIES_PATH}/icon_e_ugeek.gif" alt=":ugeek:" title="Uber Geek" />

    4- Were things fast? Do I need to slow it down? <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused" />

    5- Did you like the idea of the game? <img src="{SMILIES_PATH}/icon_neutral.gif" alt=":|" title="Neutral" />

    6- Did you like the animations of the ships? <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green" />

    7- Anything else you'd like to add? <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed" />

    Thank you very much for trying out the game and your time. I really appreciate it.

    Vallar.

  • I checked out your game and I have to say there is a game in there, but it needs a lot of polish. Here is my feedback in no particular order:

    1- Start by increasing the canvas size. Not everyone can see everything at this tiny size.

    2- The mechanics of picking up stuff while making sure you don't get hit is alright.

    3- You didn't give me any incentive to actually click on the bombs to destroy them before they land as you mentioned. I started the game and was about to do exactly as you mentioned but decided against it. So I went throughout the game till I got a score of 2048 and I stopped there. This game is way more easy than it should be. There is not even a need to destroy the bombs before they land. Which brings the below point:

    4- If you are going to ask the player to do something give them a reason to do it beyond the "I said so" kind of thing. Make it that if they didn't destroy the bomb before landing it would kill them or something.

    5- I am guessing this game is about who gets the high score thing? If that is true, then you need to make it challenging for me to get a high score so people can boast about it. Make the things fall down faster. Make the coins disappear faster, etc... either base it on luck (I recommend against it) or base it on skill.

    6- I am going to assume that the graphics and music are both placeholders. So I am not going to mention anything regarding that part.

    7- The bar on the left side that keeps on filling. What the use or point of it being there? I didn't feel there is any difference of it being there or not at all. So you may want to either give it a use or accentuate its current function.

    8- I'd implement a retry button rather than sending the player to the main menu so he can play again. Saving the player as many clicks as possible is a good strategy (while I am not a fan of the person, but there is a reason why Steve Jobs had a restriction when developing iOS that you can get to any thing on your phone in 3 taps or less).

    All in all, there is potential here and this could be a really fun game but as mentioned it still needs a lot polish. With time and effort I believe there is something that can come out of it.

    Good luck!

  • I have checked out your idea. It is a good start in my opinion and quite an innovative way to do this.

    Though one could think about it from another perspective... not every HR person is a gamer or tend to like games. So you might find people hating something like that. Also some may find the platforms annoying and intrusive to the text (I understand you positioned them carefully around the text, but they do feel awkward when reading).

    I am not sure if this the final thing or not, but there are a few collision problems when I reached the second page (the on on the right).

    Not sure if your questions regarding the way you change between pages is a technical problem or you want suggestions in terms of design/gameplay. But if it is technical you can use the "Go To Layout" in System to change between layouts (and place each page on a separate layout/level).

    If it is design however, there are many ways. You have have a switch placed at the end of the first page (level) when pressed it changes the layout (perhaps make it as if the sprite leaves through a hidden door and appears in the second level from another hidden door).

    I actually had an idea while typing this post. Why not make it more like a TD game? So the whole page is there with let's say 2-4 buttons up top. The reader can read all they want and scroll through the page. But they have the option to place towers at specific points on the layout where they would shoot the paper and destroy it for example?

    All in all though, I really love the idea of having your C.V. as a game. Specially when people started using infographics to create their own (or interactive websites).

    Good luck

  • I don't know much about the subject itself.

    However, I found pcmag.com/article2/0,2817,2424725,00.asp this. While it is an old article, you can check out the general information of how they compare things and read the comments then use that information to apply to current companies?

  • Oh, I always forgot about these two things >.< thank you very much, that really did it

  • Why not use somthing like GameJolt? Perhaps create your own website and have a link that points to Gamejolt directly.

    Or if you are into donations and such you can use itch.io?

  • Hello guys,

    I have made a setup where a character I have in my game has 4 types of animations dependent on damage taken. So at 3/4 of HP it will be an animation and at 1/2 will play another and so on. However, what I wanted is that when these animations end they play the default animation of that character. Think of it like any game when you hit a character it staggers a bit then goes back to its normal animation.

    I had my action as follows:

    Events:

    Character's HP is =< 15 and Character's HP is > 10 then Play animation 3/4 from beginning.

    On finished 3/4 then Play animation default from beginning

    Character's HP is =< 10 and Character's HP is > 5 then Play animation 1/2 from beginning.

    On finished 1/2 then Play animation default from beginning

    There are two problems with the above... first when the "Character's HP is =< 15 and Character's HP is > 10 then Play animation 3/4 from beginning." or any similar event is triggered the animation loops (even when the settings for the animation has loop as No" second the On Finished event never happens for some reason.

    I tried putting them at the same level as seen above (both the On Finished event and the special condition animation events). It produced the same problems. Then I thought I'd nest the On Finished event as a subevent under the special condition animation's event. Same problems occurred.

    Can anyone please point out what I am doing wrong? I have loops off. The conditions aren't part of a loop and certainly they aren't part of an Every Tick event or something similar.

    As always, thank you very much in advance

    Vallar

  • Thank you very much. I thought you meant tutorials so I have been looking in there not the plugins. But I got Rex's Text color one it seems to do what I need.

    Again thank you very much

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Vallar

Member since 24 Mar, 2014

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