lionz's Forum Posts

  • It's kinda true, I didn't even realise there were lives until it restarted. It didn't discourage me, I just decided to tread more carefully, although this is one of the first levels so maybe on very challenging levels it would get frustrating to be at a 'checkpoint' then have it restart the whole level.

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  • Too lazy to mirror the guy when moving left! XD I was playing this incorrectly at first, I was trying to collect bananas oops.

  • Yeah sounds like you already know what you're doing, did you try it?

  • There's a system date/time plugin that you could use to determine system time, time away from the game etc

  • Whatever you're trying to do can be done with sub events. The initial event is what has to be true and then the OR conditions are individual sub events. i.e.

    Y = true

    ---- X > 3 do this

    ---- X < 3 do this

    This is saying if Y= true AND x > 3, do this event, OR if Y=true and X < 3, do the second event.

    Or like I said above they can be individual events with bunched together conditions. If you're trying to do something specific and can't work out how then post what you're trying to do.

  • It's just two conditions together, when you create an event and then press C, these are AND. If you've already made an OR block, remove the OR, that is an AND block.

  • What are you using to move it, MoveTo? Pathfinding? 8-direction behaviour? use these to predict what animation to play, not its difference on x,y from the player. If simulating right or angle is 0 then play right etc.

  • Adding a 'for each tile' at the top of the event should stop this from happening.

  • The frames are along the bottom, below the image.

  • Probably the common issue of animations overriding where it's Y is always greater or less so it plays that animation and the left to right animations get overriden. Impossible to tell without any posted events though.

  • 'Scroll to' system action or behaviour to focus on the player. 'Set scalerate' to zoom.

  • > The boxes with the pictures of the swords on, what do you do with them because hitting them with your sword doesn't do anything.

    >

    If you had read the little scrolls (in game manual) then you would have learned that you need a dagger to break those particular boxes

    Great game UlisesFreitas. I agree that the animation for the basic attack does seem a little slow, but it doesn't detract from the fun of the game.

    Good job

    I imagine so but there were so many. It should be self-explanatory really as you're going through. I should be given the dagger and then shown the boxes! I was slashing them with my sword like WTF. A good tutorial shows you by doing really than just explaining with scrolls I have to stop and read. The info I wanted in the beginning wasn't there anyway, how do I attack?? I guess I missed out on using some fun daggers huh : (

  • This is how I would do it in pseudo code -

    Global var=0

    Pick a random sprite, set object instance var to global var. Add 1 to GV

    Repeat 3 times.

    You then have 4 sprites with a variable set that is 0, 1, 2 or 3.

    Then you relate the instance variables to the co-ords. If 0 then set position to 100,130, if 1 then set to 160,130 etc

  • No problem, I like to help out the users. You can learn new things when helping too!

  • Nice game I enjoyed it. You get to the first area though, the thing says 'hit the enemies with your sword', yeah how? I'm spamming every button looking for slash

    The basic attack is too long and drags, it plays like a super attack, needs shortening a little. The boxes with the pictures of the swords on, what do you do with them because hitting them with your sword doesn't do anything. Looks great though