lionz's Forum Posts

  • It's because lives goes straight to 0 on collision with lava, and then starts subtracting 1 every tick when you are overlapping lava which goes into negative numbers, so none of the events are true. You need something like if player is overlapping lava, every 1 seconds subtract 1 from lives, then you will see a change in variable and the hearts being removed.

  • Doesn't make any sense to me, hopefully someone else can decipher it. I would just use the pathfinding behaviour on the fly or it gets a little convoluted, then again I've never used a 16kx16k layout.

  • I wouldn't call that incredibly simple logic, pathfinding is difficult however you look at it. It won't be anything to do with a limit of objects on screen as I had a theme park game with hundreds of guests pathing at once. You have some risky events in there running every tick but it's difficult to break down the logic from looking at them.

    Returning to the original problem, I don't quite understand it :

    I'm trying to create a "pathfinding" sprite that can be used and pinned to every enemy that requires it (essentially only ever having ONE pathfind sprite for every enemy, npc, etc. in the game).

    How does the game work? Why are the enemies not pathfinding on their own and instead you've included a pathfinding object that compares its instance var with the enemy UID? Also it looks like your screenshots are cutting off important parts of the events so it's difficult to assist when some of the logic you have is missing from view.

  • Hmm both are allowed in C2, fair enough!

  • Hmm that is strange. I am a C2 guy so can't use families but I would assume with a family of sprites that the drag n drop option should be there. Not much help I know. Maybe you can share your C3 file and someone who bought it can take a look :)

  • Hiya, the option should be there if you select the Family in the project bar on the right, it lists family as though it is an object type. Then when you select the Family you have options to add Family instance variables or behaviours.

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  • You should be setting the objects that are not roads to a high path cost, this means it will use roads primarily and opt to use blank space if it is a decent shortcut.

  • Nice! This looks interesting and soooo random.

  • They need to be 2 separate events, A is down for one event and D is down for the other event.

  • It was a little sluggish on the S5 but nothing too crazy, it made it difficult to play against the bats and maybe the response felt a little delayed, probs framerate issue. I didn't mention anything about performance really because I know I'm on an S5 with probably minimum supported OS so no need to highlight it.

  • Object overruling layer seems wrong, the layer bar is there to select your layer. If you have trouble with objects on varied layers you can select it in object bar which will select all of that object type, you can set them all to the same layer with one change.

  • Well that's not for me to say really, how did it look? Does it achieve what you were after with the gameplay?

  • My experience with those games, well I like rogue-like dungeon crawlers, platformers and RPG and adventure games, and I have tried to make my own rogue dungeon crawler but the scope was too large in the end :) I am on an android pretty old Samsung S5.

    Yes with the stars that wasn't obvious maybe you could change it to ticks so it looks more like a task list.

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  • I gave it a good play, here is some of my feedback :

    - 3 stars seems impossible to achieve, time limit + all critters must be killed?

    - If time limit is important to 3 star achievement it should probably be shown during gameplay

    - Bats are too overpowered, plus they move very slowly and follow you through the whole level meaning you have to wait for them. They should really follow you only to a certain range in the level or you feel you must wait to kill them or run through the dungeon being chased by them. Also what makes them more overpowered is the control scheme can be clunky and slow at times, turning in the right direction can be difficult whilst the jump cannot be predicted very well making them difficult to hit, the button response might need some improvement too or perhaps they need to be bigger

    - As above, control scheme seems fine but the response was a bit off for me

    - I upgraded my weapon but it didnt do anything other than act as a blocker for progressing through the level, that didnt feel great. It doesnt do any more damage but rather acts as a metroidvania type game, where i dont have the choice to upgrade but its a necessity and when i have upgraded it, the weapon has no real difference

    - The levels are too difficult, even with a refillable potion I feel like it's way too hard and it doesnt feel fun but I think this is because of the star rating looming in the background

    - All items are hidden so I dont feel like I want to progress to unlock any of them, if i could see what they were but they are locked it might entice me more

    - I was shown how to use a ladder in the tutorial but then didnt see one after that

    - There is a focus on moving the camera with your finger to look around the dungeon first but that seems counter-intuitive when there is also a focus on time limit

    Summary : maybe that's all going to sound quite negative but that was my feedback of the experience. It's got some potential but it needs some balancing. I think to resolve a bunch of these problems you should remove the time limit and star rating completely from the game, it isn't fun and doesnt work with other gameplay features you've added. Because of the difficulty in the game it would work better as just discovering and strolling through the dungeon, battling through it and given time to use the signposts, move the camera around, talk to NPCs, that seems fine on its own; the rating, time limit and enemy count, putting an emphasis on mad rushing through these dungeons just seems wrong for this particular game, but only my opinion.