GenkiGenga's Recent Forum Activity

  • Similar story really,

    My first experience with a game maker was RPGmaker2003. I loved it and spent a massive amount of time designing maps and customising sprites but never released anything.

    Was interested in Game Salad a few years later but it seemed like you only had a very limited set of inbuilt actions, what wasnt built in was possible but with raw coding and beyond me a that point (still probably).

    I saw a lot of people using game maker but I felt lost as soon as I opened it. Like you I didnt want to invest the time in it. There were other smaller game makers around that time similar to rpgmaker but nothing that I felt I could grasp. I dropped the idea of making games for a few more years.

    Finally, determined to give it another go I turned to TGB. It was a lot of coding but It looked promising, they had tutorials and even base templates for platformers or top down shooters (all of which I purchased). Progress was so slow... And at the end when it came to implementing something new I had no idea where to begin. The forums were anything but lively.

    I kept finding myself looking for new programs (even though I had just invested a good deal of money in TGB and really wanted to stick with it).

    I stumbled across C2 and have been amazed at how good it is ever since. (I have tried Stencyl as well and to be honest I wanted to like it, it just didnt seem as quick and easy to experiment with or anywhere near as flexable as c2).

    Scirra having a friendly community is the icing on the cake :)

  • Hey AK,

    I just took a look at your cap, you just need one event.

    Object1 on collision with Object2 -> do what you would like.

    If they never collide the event will never happen.

    Have a look at some of the examples in your C2 folder for how platform behaviour and other simple features work and you will be well on your way to making your first game.

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  • Haha :) I know how you feel!

  • Hey ramones,

    Thanks for the quick response. That is a good idea and something I tried but the problem comes into play again if I want to select a second ball before I issue my move command.

    Instead of just selecting the ball as well, it also selects the ground object beneath the ball.

    I can make things easier by using right click for movement and left click for selecing but I was just wondering if it was possible to only click on the top object.

    (Just wanting to keep it simple and also keep the door open for a touch version in the future.) The only work around I can think of is to have a seperate move button pop up when I select a ball but that kind of makes things clunky.

    Any ideas?

    Ahh I can select only the ball by inverting a "cursor is over ball" condition in my moving command, problem solved.

    Now to find a way to deselect a selected ball by clicking on it again before it moves. Variables should do the job.

  • I like what you have so far, love the look of that map.

  • (Solved!) ;D (not a simple solution but I can understand why it is the way it is.)

    Hey all,

    Im stumped on what seems like a simple interaction and could definately use some assistance.

    I just cant seem to figure out how to click on an object without clicking whats behind it as well. Is this even possible?

    db.tt/8P56nb0x

    Here is a link to an example, you will see that Im trying to select my object (blue ball) using the mouse. After selecting it I then want to be able to click somewhere on the field for that ball to head towards.

    The problem is when you click the ball you also click through the ball and hit the ground.

    Thoughts anyone?

  • Nice find.

  • That was pretty fun to play!

    I'll be honest with you, when I saw the screenshots I thought, ok a zelda fan game. But when I started playing, it felt nothing like playing zelda (maybe zelda2 but more than), the metal gear solid warning before they shoot is really well done. Kind of made me laugh.

    The animations arent great but the gameplay was fun. The transition from boy to adult was very unexpected and kind of cool.

    IMO you should replace your main hero with someone else, a pseudo Link perhaps.

  • That was great Rory, noticed the same thing as Zero6 in the intro (it kind of adds to the randomness). Maybe you should disable default controls if you want the player to use A and D to walk.

    I laughed when I reached the cave of truth, that was well done :)

    The whole time I was playing I couldnt stop thinking of that robot chicken skit. "Commmmmooooonnnnnnn Chhhaarrrrlliieeeeee....."

    Best of luck in the competition mate.

  • If you are holding control and then you click on an object and drag it away it will copy the selected object (Or objects if multiple are selected). Is this what you meant by multiplying Telles?

  • You could use arrays, for me it complicates things though.

    You could make a marker spawn a random monster if you wanted, but if say you wanted a line of four guys, then I would use four markers for simplicity. Or If i really only wanted one marker I would use image points to put them in the order I wanted.

    So the event would look like;

    Player on collision with (trigger) --> Marker1 : Spawn x monster

                                               --> Marker2 : Spawn y monster

    Hope this helps.

  • you could use triggers (when the character walks over this marker) spawn object to another marker.

    instead of making a marker spawn the object - you can use the 'system action' "create object" then set the x and y.

    These are the two methods I use, if you experiment a lot with positioning then having the enemies spawn to markers can make it a lot easier to muck around with it.

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GenkiGenga

Member since 20 Oct, 2011

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