hellando's Recent Forum Activity

  • Ashley Does this work with Construct 3?

  • > One way to do it is to spawn it at the player(or some other on-screen location), then use the "move at angle" action with a random angle to move it off screen in a random direction.

    >

    Eh that kind of works, but theres 2 problem with it:

    1) No matter the speed, the spawned object shows up on screen for like a frame, which is noticeable.

    2) the spawned object is meant to be destroy when it touched the object its spawning from, i get set variables that toggle when it's spawned so that it isn't destroyed, but if anther one touches the object thats spawning them while one is being spawned, it wont be destroyed, thus creating a bug.

    EDIT

    I managed to fix that first problem just by moving to different layers

    As long as you create it and move it in the same event, it should in a single frame, and it should not do any collision tests until after it has moved. Here is a capx file with an example

    also here is another capx file with a small game i made using 2 different methods of spawning objects off-screen

  • One way to do it is to spawn it at the player(or some other on-screen location), then use the "move at angle" action with a random angle to move it off screen in a random direction.

  • Does anyone here remember the old Brain training games for the DS like Brain Age and Big Brain Academy? Alternatively, maybe you are more familiar with newer app and web based versions like Lumosity.com and Elevate. For those of you who have not played games like these, they are basically collections of small mini-games that tests basic mental attributes like reaction speed, memory, logic and problem solving ability.

    I have been fascinated with games like these for a long time, and I really want to put together my own collection and when I discovered Construct it felt like the perfect tool to make small simple games like these. So far, I have made two prototypes and plan to release more in the coming weeks. I am releasing each prototype individually to get as much feedback as possible so comments and ratings are much appreciated. Since each game is fairly simple, I am mostly looking for feedback on the interface and difficulty, in addition to bug reports off/course

    There are many games like these out there already, but the quality varies a lot, and premium services like Lumosity.com are way overpriced. So my goal is that each game should either be completely original or improve significantly on an existing game.

    So here is the games i have made so far:

    Prototype 1 - Codename Arrow

    http://www.scirra.com/arcade/puzzle-games/codename-arrow-2521

    Prototype 2 - Codename Target

    https://www.scirra.com/arcade/puzzle-games/codename-target-2740

    Prototype 3 will probably be called "Codename Grid" and be out within a few weeks, so stay tuned

  • There totally is an options named <<≠ not equal to>> when you pick the <<Compare instance variable>> event.

  • The most common cause of that behavior would be if the origin point of your sprite is placed outside the object. If that is the case all you need to do is to center it.

  • Could you remove the score related action from the object to the event that destroys the object?

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  • opacity is an int, visibility is a Boolean, that's a pretty major difference if you ask me.

  • working on some hot tactical match-3 puzzle-action.

    surprisingly enough, the game that is inspiring me the most as a game designer right now is Huniepop.

  • IceFrog is still anonymous, so it definitely seems possible

  • Bump

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hellando

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