lamar's Forum Posts

  • Hmmm?

    Interesting effect.

    I think I would create a half circle sprite and put your image points wehere you want the bullets to spawn from on the arc.

    Pin the arc to the player when needed and make it invisible and use those image points to spawn your bullets using a compass setting angle. 0 is right, 270 is up, 180 is left so use 315 and 225 for the diagonals.

  • So far I have tried using spacebar for selecting the objects according to a variable I call 'selected'.

    Then I am using the arrow keys to navigate to the corresponding droppable which also works.

    I am just not sure this is the 'standard' way to do things if there is a web standard.

    There is a game standard that uses the WASD keys for directional controls and you might include both arrow and those for left handed people.

    I think I would use control or shift to select so kids keep their hands near the buttons instead of looking around for a key to push.

  • > Turn off the ball colission for a short time or use a different scoring system.

    >

    > If you score on collision then it will score every collision unless you turn off collisions.

    >

    no other way to do this comes to mind?

    Not if you are using collisions for scoring.

    You can change the game so the player has to go touch a wall or a spot before hitting the ball or the ball has to hit a wall or something before another score is registered.

    Make it harder to get a score.

  • Turn off the ball colission for a short time or use a different scoring system.

    If you score on collision then it will score every collision unless you turn off collisions.

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  • as i say i have about 40 card like : goblin, ghoul, archer and ... . they have 10 power up level , but :

    [quote:1vg1nqm6]The power ups can all be handled in sub events.

    as you say , i was thinking about this already, in this way i don't need many variable. thank you.

    -------

    oh man, about http://pinball-sandbox.comli.com/Spelunker/ i work with that, it's awesome.just wow, what about export?

    OK good- you will need a variable for each category of cards but everything else can be handled in sub events.

    I am still working on those games but export may be possible once I get it finished. Glad you like it!

  • Again, for examples limiting your events is great. However, if you want to build complete games, you have to go over the limit. The game demos are over 250 events.

    Imagine if Unity3D had a character limit. People just wouldn't use it.

    Um no?

    You must be confusing lines of an event with an event.

    The events are numbered and I don't know of any C2 example that goes over 25 events?

  • about 40 cards and 10 upgrade for each of theme

    Not how many total cards. How many different types of card do you have like you have a Ghouls type and what other types or categories of cards?

    The power ups can all be handled in sub events.

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  • how? i don't get that!

    How many different cards do you have and how many of each card type?

  • Are you using platformer behaviors for the player and is the platform a solid?

    You can create an air jump with a platformer but if the platform is a solid the player should be able to jump as it is falling.

    Instead of using physics to make the block fall use the bullet behavior. Physics and other behaviors do not mix well and give strange results.

  • thank you, but is there any problem if i use many variable like 200 variable or more?

    No you can use as many variables as you need but you should not need nearly that many.

  • Sounds like you need a variable to count cards of a certain type.

    Comparing how many of each type of card can be handled in a sub event.

  • I looked at your capx but not exactly sure what you are trying to get the player to do on the platform?

    Do you want the player to rotate with the platform without moving?

    That would be accomplished by pinning the player to the platform.

    Setting the angle of gravity to the platform angle is going to move that player.

  • Well since you already said this is an early demo I'm only going to say one thing about the graphics: There is a serious clash of art styles. The Title Card looks great but your main character is a pixel art sprite while everything else seems to be watercolor/vector textures.

    You can see a clear divide of the background image; it seems like you used a non-repeating sprite.

    Gameplaywise:

    -Background continues scrolling even when it's game over.

    -Collision doesn't always work, I've had instances where character passed through the big trees no problem but gets game over with the small ones.

    -Flags which I assume get you points sometimes spawn way to the edge of the screen with hardly any space left for your character to pass through.

    OK- thanks for the feedback!

    I said the graphics need work and this is just a demo. Style will be adjusted and the opening screen made to look better. I am looking for pixel art to match the player.

    The background keeps scrolling because player is still skiing.

    Collisions are very accurate my friend and your player wraps from one side to the other.

    The collision is at the trunk of the tree not the branches and you can fly over and through trees if you hit a ramp first but effect is time limited.

    If you hit something it is maybe because you need practice not because of collisions being off

    BUT thanks for playing and hope you have a better day!

  • There is no such thing as a Universal template because that template has to be designed to fit the components and play of the game.

    The basic events can be set easily enough but when you start getting into adding conditions affecting characters that is game specific.

    I would look in the Scirra store for a template similar to what you want and adapt it to your specific needs.