lennaert's Recent Forum Activity

  • I uploaded a follow up on the skeleton slayer game, vastly improving mechanics and stuffing in a whole bunch of nifty tricks.

    I present you Skeleton Slayer 2

    This is an early release for Scirras arcade, the game will be developed further and in due time released on play and app store and such.

    The game works great on old mobile smart phones, even without webgl.

    Let me know what you think, and if you run into issues or problems.

  • Had some issues uploading a game.

    changed the name to "not working" as it had an issue, fixed it with a new upload, now cant change the name ....

    Would be nice to have a tick box option with something like "published / unpublished"

    Feels kinda weird needing to live test my game on the arcade.

    The issue BTW, I added request high score arcade on the first layout on load. and it gave an error relating to the jquery asking for database info, because of that I got blank screen.

    EDIT:

    more problems with the high score system it seems.

    Uncaught ReferenceError: getParameterByName is not defined static1.scirra.net/arcade/games/16673/c2runtime.js:24331

    Failed to execute 'postMessage' on 'DOMWindow': The target origin provided ('https://www.scirra.com') does not match the recipient window's origin ('http://www.scirra.com').

    Failed to execute 'postMessage' on 'DOMWindow': The target origin provided ('http://scirra.com') does not match the recipient window's origin ('http://www.scirra.com').

    Failed to execute 'postMessage' on 'DOMWindow': The target origin provided ('https://scirra.com') does not match the recipient window's origin ('http://www.scirra.com').

    EDIT 2:

    I uploaded a new game and removed the details from the "not working" one, that one can be deleted

  • I know this is an old forums, but I did a forum search to see if anybody else had figured this out. I didn't find anything else on the forums. I figured it out myself, so hopefully this helps.

    I posted a capx. Let me know if you have any questions.

    That is pretty clever

    Thanks, that will definitely aid when it comes to huge picking events which require debugging

  • Depending on circumstances I suppose.

    If the animation is equal mirrored, then it would save memory space to use mirroring.

    But if your image is not equal, say, a character carries a shield in his right and a sword in his left, when mirrored, the weapon and shield would seem switched. (being in the other hands)

    In cases where size matters, and the animation frames are big, then it could save space to have things mirrored, disregarding mirroring effects.

  • Lots of artists sell work too

    Build a game with placeholder images

    These are images used during development which will be replaced at some stage, these can include any image you find, copyrighted or not hehe just make sure that when you go public the images are replaced.

    If your not financially equipped to purchase material, you can try and ask for assistance too in the help wanted section. If you have a game to show for with placeholder images, the chance of someone wanting to help / make a deal is a lot more likely.

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  • Nice looking game, has come a long way already

    I played around, found both rings, the fire one range is a tad short.

    I wasn't able to die, my health was gone by some spiders attacking/poisening me, and my life bars were empty and I was able to keep playing.

    I thought the the rats looked a bit ... weird lol, kinda mangey, and hard to kill :

    Nice work !

  • Imagine having 2 arrays.

    1 array defines the items, values, worths, extras, like:

    existing_items_array (static array of items, predefined during development)

    itemID (Y0) | name(X0) | color (X1)

    0 | sword1 | blue

    1 | sword2 | red

    2 | potionheal | green

    3 | gold | yellow

    Then you have a dynamic array for your users inventory:

    InventoryID (Y0) | ItemID (X0) | amount(X1) | location (X2)

    0 | 1 | 2 | chest

    1 | 2 | 5 | belt

    2 | 2 | 15 | chest

    3 | 3 | 100 | backpack

    4 | 3 | 1000 | chest

    5 | 0 | 1 | equipped

    2 red swords in the chest, 5 heal potions on his belt and 15 more in the chest, 100 gold in the backpack, and 1000 more in the chest. Also carries 1 blue sword which is equipped.

    Say you pick up some gold, you add it to player inventory array where X0 = 3 (gold id) and X2 = backpack (location).

    Imagine opening your inventory screen, select all items from array where X2 = backpack.

    Say you open a chest next to it, show all items from user inventory array where X2 = chest.

    You will need a method to move objects from one location to another, this is done with a temp variable.

    Like moving your gold from your backpack to your chest.

    Upon selecting the gold in the backpack, store the Y0 (inventory id) after clicking it.

    Then if you place it in another position, update Y0 it's X2 (location).

  • Just add some sort of ID to where the items are, and show accordingly.

    Like, if you have a list somewhere of items in possession, add:

    backpack = ID 1

    hotslots = ID 2

    chest = ID 3

    pick objects with certain ID when you need to fetch them to show them somewhere.

    You could even do it with textual location IDs, such as backpack, hotslots etc

  • In the index html file of an exported project:

    		// Pause and resume on page becoming visible/invisible
    		function onVisibilityChanged() {
    			if (document.hidden || document.mozHidden || document.webkitHidden || document.msHidden)
    				cr_setSuspended(true);
    			else
    				cr_setSuspended(false);
    		};
    [/code:xzqc5vku]
    
    you can edit this ofc
  • Grossd, you can add comments in event sheets.

    Though, I like the idea of having some sort of project based integrated and managed to-do/requirements list for the editor.

  • Looked fantastic, nice intro and such

    I didnt understand the keyboard controls, and the touch screen controls are a bit too far apart on my widescreen to be comfortable.

    I tried it on my phone, it runs up to where it needs to start the game after the main menu screen, then gets me an error page thing for the app, probably memory related as my phone isnt all that.

    Great work.

  • I think you can use a blend mode on your background sprites so they will be on top of everything.

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lennaert

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Member since 8 Oct, 2013

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