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  • Thank you! This is a great idea!

    I'm not much of a story teller, so ideas like this may seem obvious to others :P

    Yes, the story is secondary to gameplay :)

  • Hi,

    There are a couple of ways to do this.

    The first would be to manipulate the sprite size as it travels along the path. Make it bigger then smaller.

    Second, you will need a second sprite to act as the shadow.

    First get the ball moving properly.

    Then animate the ball growing then shrinking.

    Then add the shadow sprite and it's movement.

    The other way, would be to make the shadow and ball movement as frames in the animation of the ball.

  • Score! Thank you!!!

  • Thanks! Do you know how to use the excel addon? Or where I can find a tutorial. I checked out his weebly, but didn't see any documentation on how to make use of this feature.

  • Hello,

    I am trying to build an analysis tool. I need to pull large sets of data from an excel spreadsheet.

    Anyone have any experience pulling data from an excel spreadsheet? What methods should I look into?

    Thanks!

    Tagged:

  • bump, has anyone from scirra responded to you yet?

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  • Lol, word.

    As the player, which part of the setup would you want/expect to be more flushed out in the intro?

    Trying to keep it shortish, so gameplay can start fairly quick without a long drawn out setup.

  • Hi All!

    I am making an arcade style adventure game. The story will have some veiled parallels with what is happening in America with Russia, Trump, and Mueller.

    Here is my intro. I'm looking for help spicing it up / making it a better read.

    Any revisions are requested!

    "It was a time of Division and Greed.

    The Kingdom, mired in conflict, was slowly rotting away.

    It was then that our Heroes decided to establish a magical stronghold to fight back the corruption.

    They would seek out the other magical users of the land and band together to defeat the darkness."

    Tagged:

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  • Oh, I see,sort of like how the old school megaman camera works? It follows you, but keeps the next "room" hidden until you actually enter it.

    Is that accurate?

    I think the method I would use would be something like.

    Have a camera sprite, the size of the viewport, it has collision turned on.

    On a separate layer, I would build collision boxes to corral the camera box. This would allow the camera to be pinned to the player. The camera then follows, but is unable to move to far left/right/up/down when the player is next to walls or near a zone edge, due to the binding boxes you setup on a 0 opacity layer.

    Does that make sense?

  • I'm unclear of what effect you are going for? If you can add more detail?

    Are you trying to prevent the camera from moving?

    Have the camera jump from point A to point B?

    Zoom the camera?

    Something different?

    Have the camera scroll only so far?

  • I took a look at your capx.

    I couldn't get the demo to do anything, but....

    Create a variable: "temp_Build_UID"

    Event 37

    When a player clicks a "build object", add a piece of code:

    set global variable >> "temp_build_UID" to build.UID

    // this lets the game remember which build tower was clicked last.

    Event 38

    then, in the event where the tower is built, add another condition

    pick the Build object by UID >> then use the temp_build_UID variable

    // this has the game pick the build tower that was last clicked

    In the same event, add a piece of code:

    destroy "build object."

    // this destroys the last clicked build object.

    hope that helps!

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