lamar's Recent Forum Activity

  • Again, for examples limiting your events is great. However, if you want to build complete games, you have to go over the limit. The game demos are over 250 events.

    Imagine if Unity3D had a character limit. People just wouldn't use it.

    Um no?

    You must be confusing lines of an event with an event.

    The events are numbered and I don't know of any C2 example that goes over 25 events?

  • about 40 cards and 10 upgrade for each of theme

    Not how many total cards. How many different types of card do you have like you have a Ghouls type and what other types or categories of cards?

    The power ups can all be handled in sub events.

  • how? i don't get that!

    How many different cards do you have and how many of each card type?

  • Are you using platformer behaviors for the player and is the platform a solid?

    You can create an air jump with a platformer but if the platform is a solid the player should be able to jump as it is falling.

    Instead of using physics to make the block fall use the bullet behavior. Physics and other behaviors do not mix well and give strange results.

  • thank you, but is there any problem if i use many variable like 200 variable or more?

    No you can use as many variables as you need but you should not need nearly that many.

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  • Sounds like you need a variable to count cards of a certain type.

    Comparing how many of each type of card can be handled in a sub event.

  • I looked at your capx but not exactly sure what you are trying to get the player to do on the platform?

    Do you want the player to rotate with the platform without moving?

    That would be accomplished by pinning the player to the platform.

    Setting the angle of gravity to the platform angle is going to move that player.

  • Well since you already said this is an early demo I'm only going to say one thing about the graphics: There is a serious clash of art styles. The Title Card looks great but your main character is a pixel art sprite while everything else seems to be watercolor/vector textures.

    You can see a clear divide of the background image; it seems like you used a non-repeating sprite.

    Gameplaywise:

    -Background continues scrolling even when it's game over.

    -Collision doesn't always work, I've had instances where character passed through the big trees no problem but gets game over with the small ones.

    -Flags which I assume get you points sometimes spawn way to the edge of the screen with hardly any space left for your character to pass through.

    OK- thanks for the feedback!

    I said the graphics need work and this is just a demo. Style will be adjusted and the opening screen made to look better. I am looking for pixel art to match the player.

    The background keeps scrolling because player is still skiing.

    Collisions are very accurate my friend and your player wraps from one side to the other.

    The collision is at the trunk of the tree not the branches and you can fly over and through trees if you hit a ramp first but effect is time limited.

    If you hit something it is maybe because you need practice not because of collisions being off

    BUT thanks for playing and hope you have a better day!

  • There is no such thing as a Universal template because that template has to be designed to fit the components and play of the game.

    The basic events can be set easily enough but when you start getting into adding conditions affecting characters that is game specific.

    I would look in the Scirra store for a template similar to what you want and adapt it to your specific needs.

    Subscriptions to get updates, new plugins and features on a regular basis is worth paying for BUT holding your projects hostage so they can not be edited if you don't pay a subscription ransom is unethical in my opinion.

  • When you jump up the shadow should remain on the floor but gets smaller the higher the player jumps and gets bigger as player falls back to the floor.

    You can use Size to resize the shadow.

  • You will need an image point where you want the bullet to start at the end of the barrel.

    You will make your bullet image have bullet behaviors.

    When you press a key to shoot you will spawn the bullet on the gun at that image point and set the direction to the angle the gun is facing.

    On Space Key Down: Spawn Bullet at Gun Image Point 1. Set Bullet angle to Gun Angle

    That will fire a bullet every time the space key is down.

    Get that far and come back if you have problems.

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lamar

Member since 11 Feb, 2014

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