Rory's Recent Forum Activity

  • I'm actually guessing its all relatively simple.

    Use Custom movement to give each mob a velocity, and in the path, make collisions to detect when it should turn right/left/up/down.

    For a linear rotating turret, you can use lerp() and set its angle to the direction of the nearest mob to the tower with checking it with distance().

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  • This is pretty cool.

    As I've commented in the other thread (before seeing this) you must have really done your research. Good work!

    Though, I can't think of many practical applications for this plugin other than the one you've mentioned which is letting a player go straight to the game from his mobile, I do love that it goes to show how wide the boundaries of Construct 2 and it's plugin SDK are.

  • You should have a reset at the end of the level instead of asking the player to refresh xD

    Anyway, pretty cool gameplay, its a very simple idea and the execution could be better in some ways. Overall, decent game.

    In your final project, I suggest you streamline the use of controls more.

    I also encountered a bug which make my mouse detection off.

    Are you using Mouse.AbsoluteX and Mouse.AbsoluteY?

  • Don't think that this is currently available.

    Would be somewhat a debug mode amirite?

  • Yup, some more details..

    When you buy the license you can download a document containing your license number.

    You can just place it in your C2 folder or Documents.

    You won't need to login or anything, Scirra doesn't count how many computers it's being used on, but the number of times you have downloaded the license file does appear to be recorded!

  • I could have sworn I tried that!?

    I did every combination I could think of!

    Put key in door

    Unlock door

    Urgh.. guess I missed it. Very good use of sounds, and loving the screen effect!

  • That's pretty awesome.

    You must have studied the technical details of QR Codes quite well.

    I can't even begin to think how I'd start such a project.

    Good job!

  • Use distance() to check if the player is far from the zombie.

    Compare player.x with zombie.x, if player.x > zombie.x, it means player is on the zombie's right.

    Use custom movement or platform behavior to make the horizontal speed of the zombie go toward a the player.

    Else check the opposite, how I usually do jumps is I place an invisible collision block called "jump" and if the zombie collides with it, it makes the zombie simulate jump or add velocity upwards.

  • In your bottom layer properties, set transparent to YES.

  • Ah olay, I'll try that when I get on my PC. I thought Space was a toggle!

  • Thanks.

    But that's what I'd like to avoid, so its not really a work around..

  • Yeah, it would be nice.

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Rory

Member since 19 Jul, 2012

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