GenkiGenga's Forum Posts

  • I think this is what you are after : https://db.tt/7K9vXUHZ

    This is one object with multiple animations but you could just as easily have different objects for your other characters and destroy one and create another as you pressed space. If you are going that route you should have an invisible object as your base, when space is pressed, destroy all character objects and have the invisible object spawn the right character. The newly created object then gets pinned to the base.

  • If the example you posted is the one freezing then I would make sure all devices are up to date with browsers, launch the game with chrome (just the web version) and if that version works as expected (which it should) then you know to look into the APK for problems. Maybe others are having similar issues? It's been a little while since I last looked into it.

    https://developers.google.com/games/ser ... leshooting

    Sorry mate I know it is frustrating. hope you get it solved soon.

  • Hey rolly, is this example you posted the one that freezes? Or is it in a bigger version of this? If the freezing happens when you create traps then you might be accidentally spawning too many but that is just a guess.

  • Hey Sand.

    Still can't see your links but what I recommend is to have 2 global variables "PartyTotal" and "PlayerSelected" and an instance variable on your characters : "Player".

    On space pressed -> Add 1 to PlayerSelected and pick the player that is equal to this number to focus on. If the player selected number is greater than the total, you can set it back to the lowest number instead before picking.

  • Cheers Cobra, this one did take a while to put together.

    Looking forward to seeing what you make of it Thanks for purchasing.

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  • Hey Asterd, all I can suggest is that you play around with the numbers until you are satisfied. There is a lot of ways you could do it, but it really depends on how progression works in your game. How much stronger do you and your enemies get after each level etc.

    Maybe it is a bad idea using the level of the character as a modifier. Why not give the enemies a strength variable for physical attacks and an intelligence score for magic damage. That is what I have done in my template.

  • Hey danul,

    You can make an event that compares the X of the touch/mouse postion. It looks like this:

    Condition: Hero X < Mouse.X

    Action: Hero set X to Hero.X+1

    Condition: Hero X > Mouse.X

    Action: Hero set X to Hero.X-1

    Once you have that working you can tweak it a little bit so its not so jerky. Maybe you would only make him move when the Hero.X is greater than the Mouse.X + 5.

  • Hey Gille, it's looking good. Love that Title.

    Is it just me or is there a bit of jankiness with the hero's walk animation, like perhaps 1 frame is a tiny bit off? Attack animation feels great though. Nicely done.

    My only suggestion is to change the music, have some kind of ambient background music for just walking around (like the wind or something) and then play some battle music when you start fighting.

  • Hey Dutoit,

    Pretty good for a 5 min experience! I pushed the button for a while before I realised you could swipe to get to the apps, lol. I really like the concept and the intro story did well in setting the mood for the game. It's a shame you ran out of time, with more development I could see something like this going viral.

  • Nice start manny, keep at it. With some more time put into the graphics it could be really fun.

  • Thanks Brandon!

  • Thanks mannygill99 I appreciate it

    I've had to take a little break to pursue some freelance work as of late but you can expect development to continue pretty soon!

  • Here you go Jared.

    https://db.tt/lFyjJv62

    What you can do now is instead of having an active variable for every item you want moved, simply add all the objects you want to a family and then give the family itself the needed variables for movement. This will save you coding up the same behaviour for all the items.

    The other option is to have all the items in a single object.

  • Colludium Ahh, I didn't realise you were using physics so extensively. When I spoke about making your own physics I just meant faking it so you can cut the behaviour out altogether. I had a quick look at your game and now I can understand the frustration you are having.

    Ruskul It does make sense, maybe I am out of touch. While I personally would like development to go towards expanding the multiplayer object, I cant argue that offering more avenues for fine tuning some behaviours wouldn't be in Scirra's best interest (especially considering those who don't know how to code or event will be reliant on them to start with).

  • I found an acceptable work around for this issue (for anyone who experiences a similar problem).

    If you want to close the room before the max has been reached, simply send the max peer amount through a host message and get all the connected peers to rejoin with the auto-join but this time set the max to the set variable.