helena's Forum Posts

  • I found your game on the main page itself and I love the concept! I have a generic Jamma cabinet at home so it hit a sweet spot for me! (yes it is an European model too, French to be specific (yes I do own Bubble bobble pcb among others)

    I wonder however, is it possible to use gamepad for the game (Coinop Story, not Bubble bobble ) I tried using my pad but only the buttons works?

    I am not too keen on using keyboard...

    Again, awesome idea!!!

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  • Did he uninstall, reinstall properly?

  • Jermfire

    Thank you for taking time to report bug.

    It is actually not a bug but intended. It adds to the challenge.

  • The last couple days I have spent trying to draw animated fire enemy. I think I have made 5-6 different versions (most just being solid/outline stage) but never really happy with the result!

  • "A horror game where you drive trucks with asteroids and the reason why becomes less and less obvious throughout the game."

    Good one! ha! Realizing that driving around asteroids might not be the best idea.

    "A mobile game where you throw jewels to unlock the next level."

    Half of all the app games!

    "A god game where you trade limbs to make a business."

    Making business with other deities maybe? Oh yes, for the Hindi ones I guess, the more limbs the merrier.

  • I attacked the enemy-dodging-the-icecream-drop bug with about 5 different approaches. I eventually figured it out, but it of course caused new bugs instead.. I think I have ironed them all out. New bug instead: the enemy explosion is not really happening exact where I want it to be. I think I have a few ideas on why it happens. Either bad "coding" (hopefully) or it is the new method. (hope not)

    not uploaded yet.

    not created any graphic either, got so hooked on the "coding" part instead.

  • newt I was about to reply that I solved it myself with function call and passing on the stuff from the first selection as parameters. It worked. Thank you anyway.

    mindfaQ System - pick all. Interesting.

    Now this might be of help for other people.

  • Hard to write subject, but I hope I will explain better.

    Let's say we have 10 Sprites named Ball.

    At first condition we pick out the Ball objects that have one animation name set. It result in 3 Ball being picked out.

    So everything in the actions will only reflect to these 3 Balls as it should be.

    But what if I in the SUBSET want to identify which Ball have the variable "Falling" set to 1, but not within these 3 already picked but all the 10 again...

    Confusing yes.. I hope you understand me. Is there any way to do that?

    yeah, me with having same object for every different objects and separate them through animation names... Some are enemies, some are boulder that can set to be falling, etc... ugh. But it has to be done like this or the engine won't work well.

  • I solved another one of the tube bugs (where the soft camera scroll tween won't hit in, in about 5-10% of the tube uses), I think it is all solved now for the tube action! (just graphics left)

    Not uploaded yet. I want to fix more things/add animations. I have removed the scissors because I wanted to use the graphics for another enemy with another behaviour. (undestructable) This one is going to be fire graphic instead and I will draw graphics for that. (wish me good luck to catch natural flow of fire) So right now it is just one static ugly orange scribbling level 2 year old artwork.

  • I discarded that other debug work, never get it work. So I got back to this one. I solved it by adding a global variable. For the sequence of events I set the variable to 1, and then for next event, its condition is variable set to 1 (trigger once) and then end of it, set to 2, and so on. So NO ESCAPE!

    And then for the animation end, I replaced the condition with event like this:

    Conditon:

    TubeProcess = 1 - System: Wait 0.2 seconds

    (and)

    Trigger Once.

    Blank Subevent: System: Set TubeProcess to 2

    That did the trick for the animation length.

  • mudmask thanks! but really it is nothing new, it is a homage to BoulderDash originally but also to Supaplex. Superold and old game. Shows my age.

    rho, Jermfire thanks! I am happy you liked it.

    It is jerky, yes. Not perfect control yet. But it has been very much worse you should know.

  • Hmm. just to set up that thing and actually use it and see if the error persists, I have to use the complex engine. So many things that depends on it.

    I would like to use an alternative that bases on timer instead for animation, but I could try to disable EVERYTHING that is not directly related to it. Rght now I am working hard with another bug, but I will return to this one later. Do not want to have two different versions.

  • I suspected that too.

    I had disabled all other "play animations" but it did not help.

    I can't share my code because it sadly is too convoluted to share simple capx as the game bases on special engine.

    I thought if I could let the events wait for same time length as the animation itself before executing the events. But I am not too well versed in how to pull this off. How would you do it? I thought of adding subevent, wait XX second to trigger a variable, and then run the "wait for animation to finish" event on the variable is triggered instead. But how to do it best..

  • Debugging of today did not work well.

    First trying to fix the issue of not respecting trigger upon animation's end, related to tubes. nope.

    Then trying to figure out the enemy escaping the explosion (even if it is "his" explosion), apparently the explosion+clearing events are too far down that the movement timing of 0.2 sec manage to move him to another space.

    Nope, it is not simple, it is grid based system, and everything are referenced from a grid array. It simply has to be like this so things moves orderly and simultaneous.

  • Are there cases where On Animation "xxx" Finished could not be triggered despite that I verified the animation has been started?

    I am having problems with that maybe 5% of the cases it is not respected and the chain of events get ignored.