rayray's Recent Forum Activity

  • I have an Autorunner game and i wanted to add a post-hit invincibility feature to the game.

    I've got currently got obstacles in my game that you need to avoid and if you touch the obstacle, your health decreases by 30 (full health is 90). I've added Flash behaviour to my player so that when you collide with the obstacle, the player flashes.

    I'm struggling to input post-hit invincibility into the game, i don't know how to go about it.

    What i've tried is creating an event where if the player is flashing and they collide with an obstacle, then it adds 30 to the player's health to counteract the players health descreasing (hope that makes sense).

    I've provided a capx i quickly made that show what i''ve done, hope someone can help.

    Thanks

  • Thanks. I've sent my capx to your email address.

  • Yes I am using the same box I copied and pasted it, I just painted it a different colour so it's more clear to see. My capx file is over 2mb so I can't post it here. I could maybe email it to you if that's OK.

  • Thanks, that works quite well but i have a few issues.

    It works fine on the Autorunner template, but when i try to implement this to my Autorunner game i get problems where some of the blocks disappear when i'm near them, while others stay. This may be because I tweaked the platform coding from the Autorunner template, i'm not sure. I've posted a picture from my game where i've inserted what you've done so you can see if there are any issues.

    I also get issues where some of the blocks are extremely high that they go off screen. I've tried changing it from (1 + random(3)) to (0.5 + random(3)) but the blocks are still too high. I think this just requires tweaking, so i'll have a go on that a bit more.

    Also is there a way to make these occur a bit more frequently?

  • I had an idea for my Autorunner game which i'm struggling to implement, so i hope someone can help me out.

    I have my Autorunner game, which is pretty basic where you jump from platform to platform and see how far you can get. I wanted to add to the gameplay by including platforms that have obstacles that you need to jump over, and you get extra points for jumping over these obstacles, I want it so that those platforms can appear at any time.

    Just to give an idea of what i'm after, you're playing the game as a normal Autorunner, jumping from platform to platform and every so often you'll end up on a platform where you have to jump over obstacles to get past (These platforms are longer than the usual ones but can vary as to how long they end up) and then return to jumping from platform to platform and so on.

    I've found a capx on the forums that more or less has what i'm looking for with regards to having a platform with obstacles to jump over, which i've posted (Credit goes to the member who posted it, i apologise but i can't find their username even after searching for it again)

    I'm basically looking to apply this game into the Autorunner game. I would appriciate it if i could get help on how to do this. Any examples using the Autorunner Template would be helpful.

    I've edited this capx as it was in Polish, and i also tweaked the gameplay a bit and changed the sprites so that they match the Autorunner Template.

    Thanks for taking the time out to read this, hope i've made clear what i'm after.

  • I'm creating an Autorunner game and i wanted to add a feature where the game speeds up gradually after a certain period of time.

    What i'm looking for is something like after 15 seconds into the game, the gameplay will start to slowly increase in speed and will continue to increase until a certain period of time or speed, at which point the game will continue at that set speed.

    Is this possible to do? I would appriciate an help on this matter.

    Thanks

  • Thank you for your responses, it's extremely helpful and appriciate you guys taking time out to help out.

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  • Thanks for the capx but i have to say that is quite confusing for me, I don't know where to begin Does it usually take this amount of events to add commas to a score?

    Is it possible to implement this into the Autorunner Template scoring? If so, what exactly do i do? If someone can provide a capx of the commas being added to the Autorunner Template scoring then that would be helpful.

  • I'm using Spritefonts for my score display and wanted to add commas into my score, like 12,454,343 or 1,234 etc.

    I've searched online and found a thread that does focus on this -

    But the example there is not working for me, maybe i'm doing it wrong. I'm using the scoring from the Autorunner Template but i can't seem to implement the example into the scoring, either nothing happens or i get issues such as crazy numbers appearing with decimal points.

    Does anyone have a suggestions on how i can add commas into my scoring?

    Thanks

  • Yeah i suppose theres not alot of variation you can add to the scoring on an Auto Runner unless bonus items are included. It is something i've been considering adding to mix things up.

    Thanks for reply.

  • I'm creating an Auto Runner game and i wanted to know whats the best mothod of keeping score with this?

    I'm aware of the Auto Runner Template, the scoring there is OK, but after testing it out, if the player gets stuck between blocks or goes off screen on the left, the score still goes on, which i don't want.

    I've currently change the scoring to the following

    Condition

    Player (X > 0)

    Action

    System (Add Platform.Bullet.Speed * dt to TotalDistance)

    I find that this does work better, does have a slight issue where scoring carries on for a little bit if the player falls off the screen or crashes into a block.

    I just wanted to know is there a better way of keeping score with an Autorunner or are there an tweaks i could add to my scoring?

    Any suggestions would be helpful.

    Thanks

  • Thank you. That's really helpful, I can see where I was going wrong.when I tried this out. Thanks again.

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rayray

Member since 27 Mar, 2014

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