RayKi's Recent Forum Activity

  • You are in the right path. Good job o/

    I think that a variable in the pick ups that tell if they are are on the floor or in the HUD can help you later on. But depending on how you use your layers that might not be necessary.

    Good work.

  • So I went for a walk and came back with a better solution, way less complicated than calculating the cg.

    You see, if you calculate the centroid every time a character moves the screen will adjust to the position in between them and that will just screw up the whole game because the screen will be shaking like crazy all the time.

    What i think you can do is :

    1 - set your game to be played like Kirby, the camera follows a main player and the other players just have to deal with it.

    2 - Set your camera to move depending on the furthest points. Compare the Xs and Ys of all characters take the smallest and biggest values and set the camera in the middle of those 4 points.

    3 - Set the players to follow the camera, just like those beat them up games where the camera moves independently. The camera shows a challenge, when the players are done with the challenge the camera moves to another area and the players have to keep up with the camera until it gets into a new area where it freezes again.

    4 - Set a camera fixed and work with boundaries. If ALL the players are to the right of the screen the screen will move to the right, if all of them are to the left, the screen follows. If the players are scattered all over the place, fix the camera and let them come to an agreement before proceeding.

    Hope that helps to give you some ideas o/

  • Ok the idea here is to apply a formula to calculate the center of gravity. Or the centroid.

    Between two points, as you said it's quite easy. Between 3 and 4 points it starts to get weird, and if you add 5 or more players... oh boy.

    Here, take a look: https://en.wikipedia.org/wiki/Centroid

  • So at first I uploaded the x86. Now I changed it to armv7 and the amount of compatible devices increased from 3% to 84%. Having 16% off is still annoying, but I am glad with the improvement. Thank you very much.

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  • Can I upload the 2 builds in the same app? or should I create a new app for the other build?

  • I see you are really exited to start developing your ideas, we all are. But slow down a bit, your are not achieving anything jumping steps like that.

    Extremely beginner, this is where you start: https://www.scirra.com/manual/1/construct-2

    If you read the manual, and the answer is not there. Please come back here and we will help you with whatever you need ♥

  • Hello o/

    There are probably many ways to do that, so I am going to tell you what I would do and then you see if it works for you, if it doesn't just come back here later and let us know because someone else might have a better idea.

    Well if the player will fill the slots from left to right, and then use the items at the same order, all you need is a variable to tell which slot is currently being used. If variable is 0 goes to the first slot and then adds 1 to the variable, and so on. And after you use the item just destroy it and subtract 1 from the variable.

    However, if the player can use the objects in any order he wants, then this means that the player can collect 3 objects, use the one at the second slot, and then you can't place the 4th item at the 3 slot again, nor at the forth.

    If that is the case you will need to select your slot object and on the object settings on the left you gotta set a Instance variable. This variable will tell if the slot is being used or not. Then when the player collides with a object you can set "system>pick object by comparison" and then you compare if the value of the variable of the slot (something like this slotName.instanceVariableName) is the same as the value that tells it is empty. The game will then select a slot that is empty and move the object there.

    Keep in mind, however, that this might result in objects being placed inside random slots and not in order from left to right.

    For it to be in order I would do something like, set another instance variable for the slots that works as their ID so they can be organized from 1 to 5.Then and set another instance variable, but for the objects this time, that tells if the object is at a slot or not.

    Then every time the player collects an object you go "system>for" set it from 1 to 5 and then compare if the object is at a slot and if the slot that has the same ID as the loop.index. This will check all the slots in order every time the player collides with something, and then once the object is in place the other checks will be false.

    I don't know if I'm being clear enough, but try and work with instance variable and loops, and if you need more details just ask o/

  • Well, if you set the bullets and the spaceship facing the same direction on their original sprites, i think you can then set the projectile angle to the player's angle every time you create one. If you are already doing that and the behavior is still weird like you are describing maybe you should upload part of your code, or even better a capx. so we can take a better look on what's going on.

    Now, for the bullet to gain the same directional movement as the player. You could try and add some X and Y variables inside the bullet object and set them to zero, and then change them to specific values depending on the keys the player is pressing. And while they are on the screen you change their X and Y position values every tick. So for instance, the player is pressing to the right, the X would be 5 and the Y 0 so every tick the bullets fired would move to the right.... This might work weird depends how the ship moves, but I suggest you to start from there and improve it later.

    Hope it helps o/

  • Hello o/

    There are many ways you can do that, and the best way to do it depends on what you are looking to achieve on the rest of the game. So I will give you a few ideas, and you try to see if any of them works with what you are trying to do, and if they don't you come back here and try to be a bit more specific on what's going on on that game of yours.

    First thing I would try is a "system > for each" and make the slot spawn the object. This will select each slot once and spawn the object for each one of them.

    Another look would set at the slot properties a variable to define if the object is occupied or not. After that every time you want to spawn something you go "system>pick by comparison" and compare the variable of the slot with the value that tells if it is occupied or not.

    And another way, that I wouldn't suggest that much, but it can still work is trying to check if the slot is overlapping the object you want it to spawn, and if it is not then spawn it.

    Again, see if any of this helps and if it doesn't just come back here o/

    Good luck

  • Hello everyone o/

    I have uploaded all the games I've made so far either to newgrounds or scirra arcade, so this is my first time trying to develop an actual apk using contruct.

    I tried following the tutorials on Intel SDK but it seems to be out of dated and as far as I am aware of intel SDK is not exporting apk anymore since last month.

    So I researched a lot and managed to export the game into apk using cocoon.io and publish it at the google play store (yay \o/)

    But then I get this:

    here is the link in case the image doesn't open: https://www.dropbox.com/s/eq76t71pryfiz ... tled-2.png

    Anyway, how do is change those numbers? What can I do to increase the number of supported devices? So far I've tested the game throughout browser and it works just fine at all mobiles I've tried it so far, but when I export to apk suddenly only 3% of the mobiles can handle it. Not even my own phone that I used to develop the game supports the apk.

    Any suggestions?

    Thank you all for the attention ♥

  • Try testing you game using the debug layout, and check if there are only 12 objects created. You can be creating objects outside the layout or one over the other.

    Also I would try checking for destroying conditions, maybe there is a ambiguity in your code that is destroying the canvas after they are created.

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RayKi

Member since 25 Feb, 2014

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