lionz's Recent Forum Activity

  • KnivetonStudios

    Yeah that could work for superheroes actually. I wanted to create something totally unique though haha. Maybe some kind of rogue action game where you swap between superheroes could work and they perma die.

  • Very nice, good work

  • You use the same thing to record audio, it detects audio input from the microphone. Then you can access and play it back with the Audio object.

  • From the manual :

    "Using too many loops

    This is rarer, but using too many loops like For, For Each and Repeat can cause the game to slow down. Nested loops are especially likely to cause this. To test if this is the problem, try temporarily disabling the looping events."

    I don't think this for each loop is going to affect the performance, it's more likely going to be the number of ships you have loaded in memory. You can check if it is having an effect using the debug mode. Since you are updating variables here and not, i.e. the size of the ship or lots of textures at once, I don't think it's going to matter for performance.

  • Yep, after 15-20 minutes of debug checking the collision of everything I realised this....sigh

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  • I said previously what would it look like visually because your logic means at all times you can do A or B, sometimes youll want to do A instead of B, sometimes youll want to do B instead of A but there is seemingly no way for the player to decide what they want to do. If you tap on an inactive room with a powerup you've not set a priority, you said the player can choose to quickly make the room active if they need to OR choose to select the powerup, so you need to design some way that allows all of these things to happen, it's simple to do with logic, just the game design that needs some work. The first few suggestions on here are based on the fact that the powerup is always the priority, it's always the sprite on top, what you're saying is that there is no priority, the player should be able to make a room active/inactive or pick up a power up so it's down to the design of the game on this one.

  • Select the Body events, press S for sub event and create two sub events. One will be if animation frame is 0 > set animation frame to 1, the other will be if animation frame is 1 > set animation frame to 0 or you can use an Else if 0 and 1 are going be the only two options. They will both act only when the modulo event is true.

  • As score increases add 1 to a global variable. When that global variable reaches 25, select a new random background, then reset global variable to 0.

  • The event sheet is fine. The issue is with that random event you have at the bottom on line 77, not sure why it's there but if you delete that then it's all good to go...

  • KnivetonStudios

    You're right about the abundance of RPGs, I was only going to dedicate my time to one and release on Steam if it was totally unique. I just had the idea, I also forgot to mention the other major factor that the entire game was going to be set on the battle screen so the focus was on fast pace battle after battle and I figured the superhero theme would fit that. I would only ever be looking to make the core game and then bring an artist on board at the right time for a 2-man project. Kinda want to make an RPG though as I've already made a fully working inventory, it would be a shame to go to waste....

  • Top Down Shooter: The Game,

    Shoot It,

    Shoot Shoot,

    Shootcraft,

    Shootageddon,

    Shooting In Memphis,

    Shootasaurus Rex

  • Have the check for the correct answer and the points added when the submit button is clicked, not when the answer is clicked.

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lionz

Member since 5 Aug, 2013

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