lionz's Forum Posts

  • Do you mean block all sprites from being dragged and dropped? You can set a variable around mouse click where the click only works when variable=true. When the sprites collide, set this variable to false for 5 seconds, and then back to true.

  • Yes it will spawn the object on the layer that the player is on at the time the event is triggered. player.LayerName is the current layer that the player is on.

  • It really depends on how you've set up the general endless runner gameplay but what you've described there is creating invisible 'spawn points' which sounds about right. You could have a 'numStacked' variable which picks a random number which relates to how many are stacked on top of each other. You could have this in an obstacle Family so you only have to set the number of stacked items once.

  • Put them both into the same mouse clicked event as sub events and have the small_bug_skins = 0 as an else should work. It will then only run one of the events each time.

  • Did you add the product IDs on start of layout? Do you have any purchase success and purchase failed checks? Test it is all working in test mode in C2 then you can work out if it is a problem after publishing or with third party process like XDK.

  • KnivetonStudios

    Bear with me here but I had an interesting twist on the idea. The original defense stuff I was talking about, it might work better as a tower defense game, or at least composing of some elements from that genre. You could bring in superheroes to halt enemies coming at you, slow them down. I also thought about incorporating other genres into it, like maybe when you've 'survived' for long enough you then chase the boss in a platformer style or something. Could be something interesting to look into but will stick with working on possible tower defense style prototype first..

  • I set up 1000 sprites that all toggled 5 boolean variables every tick and the FPS was fine, CPU usage went up very slightly but yeah this is an extreme example.

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  • KnivetonStudios

    Yeah that could work for superheroes actually. I wanted to create something totally unique though haha. Maybe some kind of rogue action game where you swap between superheroes could work and they perma die.

  • Very nice, good work

  • You use the same thing to record audio, it detects audio input from the microphone. Then you can access and play it back with the Audio object.

  • From the manual :

    "Using too many loops

    This is rarer, but using too many loops like For, For Each and Repeat can cause the game to slow down. Nested loops are especially likely to cause this. To test if this is the problem, try temporarily disabling the looping events."

    I don't think this for each loop is going to affect the performance, it's more likely going to be the number of ships you have loaded in memory. You can check if it is having an effect using the debug mode. Since you are updating variables here and not, i.e. the size of the ship or lots of textures at once, I don't think it's going to matter for performance.

  • Yep, after 15-20 minutes of debug checking the collision of everything I realised this....sigh

  • I said previously what would it look like visually because your logic means at all times you can do A or B, sometimes youll want to do A instead of B, sometimes youll want to do B instead of A but there is seemingly no way for the player to decide what they want to do. If you tap on an inactive room with a powerup you've not set a priority, you said the player can choose to quickly make the room active if they need to OR choose to select the powerup, so you need to design some way that allows all of these things to happen, it's simple to do with logic, just the game design that needs some work. The first few suggestions on here are based on the fact that the powerup is always the priority, it's always the sprite on top, what you're saying is that there is no priority, the player should be able to make a room active/inactive or pick up a power up so it's down to the design of the game on this one.

  • Select the Body events, press S for sub event and create two sub events. One will be if animation frame is 0 > set animation frame to 1, the other will be if animation frame is 1 > set animation frame to 0 or you can use an Else if 0 and 1 are going be the only two options. They will both act only when the modulo event is true.