BigFrank's Recent Forum Activity

  • Good! Looking forward to the improvements

  • I am really interested in buying this plug-in pack, but my strength is in graphic design and not in technical integration and I note that the author has not added to this post (created by him) since Thu Nov 26, 2015 6:45 pm . I also note that a common complaint is lack of documentation. Can I buy this pack in confidence knowing that I will get the support I will almost certainly need to get some of these plug-ins to work?

    Looking forward to your input

  • I appreciate this is a wip/demo, but I think you have a very long way to go before anybody will pay 1¢ for this. It is good to be optimistic, it provides energy and motivation, but a solid dose of realism is needed to make you stand back and see your project as others see it. Here are some basic tips to improve the game:

    • I got to level 3 before getting frighteningly bored. You need to deal with that.
    • Simple graphics can be positive to help focus a player's attention, but none of your graphics either engage or motivate the player to continue. Flappy Bird is an excellent example of engaging simplicity.
    • Think of adding on the Splash screen things that explain the point of the game and the controls.
    • The Splash screen is a repeating tile. It shouldn't be.
    • The physics are lacklustre, there's very little excitement (improving the graphics would help in this regard).
    • Are you really asking people to PAY to be beta testers? I hope you're not serious.
    • If you say you're doing something for charity, nobody will believe you, even when you're telling the truth. Focus on the game, not on the money. If the game is really good, then market it and the money will follow.
    • If you want to make money from a game it has to be
      • innovative,
      • original,
      • immersive and
      • entertaining.
      If yours is not, don't be discouraged. Just improve it so that it is.

    As for your question about the buttons not moving when you move outside the layout, you'd be better off asking that in the "How Do I" forum. Be prepared to attach a capx file so the experts can point you in the right direction.

  • Kyatric Thank you for this - was looking for how to do this correctly and as usual the capx is right to the point and very useful!

    (PS. why the OP cannot say thank you is beyond me, but "you reap what you sow")

  • Love the animation, you're a talented artist!

  • Doh! Thank you

  • Probably a stupid question, but it's tiresome adding a new event to find it's been created at the bottom of the events listing and then you have to drag it up to where you want it. Is there a way to create a new event between, say, 3 and 4 without creating it at 35 and then having to drag it up to 4? There must be a way, I just haven't found it yet

  • Thanks for the reply, but I found this tutorial which will hopefully do what I need. There's no capx but it seems simple enough

  • Youtube > "This video is unavailable"

    The download is for Construct Classic. C2 won't open it.

    I'd like to see how you did that.

  • I can completely follow the logic of that and, to be sure, it's a far more elegant solution than the one I came up with! There's so much I have yet to learn.

    Thank you very much for your help

  • Thank you for the reply. I did what you said. I read the For Each tutorial and then added a "For each plane" condition to my event. But the result wasn't what I wanted. As in A above it plays correctly, but only for the first plane. Then as in B above it plays the sound for the following planes, but continually, every tick. "Trigger once" only seems to work for the first plane.

    I spent a long time on this now, too long really, and one day I'll get it, but not today. I in fact solved it by looking at it from another angle. I put an invisible sprite, a vertical wavy line, called "playSound" on the layout at about 320 px:

    Plane > On collision with playSound > Play sound
       System > Trigger once [/code:2ggq5lo9]
    Perfect. Done job. 
    
    What's more, this actually works better because I have a parallax background three times the width of my layout. So I set my sprite to move with my player, who is always roughly in the centre of the screen (640 px). In this way the sound doesn't just play at a fixed 320 px, it only plays when the Plane is visible at 320px from the left edge. This is exactly what I wanted
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  • Many thanks for your reply.

    I forgot to mention that the plane spawns randomly so at any one time there could be two planes on the layout, and another one is definitely on its way. So, I did what you said in the two ways shown below:

    In A it plays correctly, but just for the first plane. The following planes don't play the sound.

    In B it plays the sound for the first plane only but continually, as in A in my first post.

    Getting there, but still doing it wrong.

    Edit: I also tried this, but that also didn't do the trick.

    It was the same result as A in this post:

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BigFrank

Member since 10 Feb, 2016

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