mikehive's Forum Posts

  • Don't worry about it! We've all been there.

  • Yeah, maybe look into that. You shouldn't really need to use Every Tick for all that much stuff and it will tank your performance. Maybe read the first part of this article and see if you're able to cut any of it down: https://www.scirra.com/blog/141/common- ... nd-gotchas Also do all of the events really truly need to run every tick? For example updating a text object can just be made to happen when the text actually changes.

  • Make a new number variable, we'll call it randomText. Then on gameover we set the value of it to floor(random(10)) - that will allow us to put in 10 random phrases, just change that number if you want more or less.

    Then:

    if randomText = 0: set text to "great job"

    if randomText = 1: set text to "you are awesome"

    if randomText = 2: set text to "no doubt you are the best"

    etc.

    Just bear in mind that with floor(random(10)), your ten possibilities are stored in 0-9, value 10 will never come up, because the floor() function is rounding numbers for you

  • The size of your array's Y axis was set to 1.

  • As a workaround, why not put all the global variables in their own separate event sheet and keep it open in a tab up top? Then it's just one click and they're right there for you.

  • Why not have it so that the game randomly generates the sequences for you? That gives you an infinite amount of content for a small amount of work and doesn't involve you personally designing hundreds of number sequences

    You don't need to replicate all the events etc! You just need to come up with one engine so that the game knows how to do the same stuff over and over to the different sequences

  • I don't see why not! You can make just about anything with C2

  • Mm, I can't see anything wrong with that. Are you able to post a capx?

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  • How about trying Rex's great Pause plugin?

    I've been using it for my game and have never had an issue with it

  • Does it particularly need to have the physics behaviour?

  • Hey, amazing pixel art! This is one to watch for sure

  • Hi, there's no way to do what you're asking exactly in C2 - if you're wanting to create art assets in that way you'd be best off working in Photoshop or some other art program that has layers and then importing it back into Construct. If you're just trying to create collision for your platforms, have you thought about just making a couple of invisible generic collison/platform sprites and just manipulating those all over the background art to handle the platforms? Like this:

  • "Down to Earth" looks like a very cool game! I love the simplistic controls paired with deep story.

    Hey, thank you! That means a lot

  • Ahhh, okay! Thanks, I'll give that a try tomorrow.

  • Maybe use an invisible sprite to represent possible teleport locations and test collisions on that? You could give it an incredibly fast bullet behavior so that when the player presses the keys to teleport, the tester sprite shoots out into position, either gets stopped by a wall or doesn't, and then set the player's position to that of the tester.

    I'm sure there is a more elegant idea than that but it's late here and that's all I got