Burvey's Forum Posts

  • What's stopping you from using the invisible solid object method?

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  • I just noticed that on one of my old games, the system save and load aren't working anymore after export to nw.js (I re-exported it after I fixed some bugs). It still works as expected in the C2 preview. Any idea what could cause this? I'm just using the simple system save slot and load slot.

  • This should get you started. This uses a spritefont but you can do the same zoom effect with sprites or whatever.

    https://www.dropbox.com/s/6gpdz8qk4658u ... oming.capx

  • Maschka Thank you for your comments. All the levels, including the entire overworld, dungeons, towns, caves, special battle areas etc are on their own layouts and since I use tilemaps for almost everything I can make the levels big without using up too much resources.

    I do most of the design in Gimp and Tiled.

    My children are a little young to play test the game, but they love watching me work on it.

  • You're welcome. Stuff like that is easy to overlook. Glad you got it figured out.

  • In the capx that you posted in the bug report, the border object is being created an unlimited number of times. Not sure if it's related or not but just a heads up.

  • I seem to remember an issue where if you have webgl enabled and you are trying to zoom in on a text object it would cause havoc with the draw calls increasing. I'm not sure if that's the issue you're having or not though.

  • Why can't you just make MovingLeft and MovingRight animations and switch between them depending on the state of the sprite? Maybe I'm misunderstanding what you are wanting to do.

  • I think the controls are hard to understand and get used to. The icons aren't recognizable and the GUI isn't labeled well It's hard to know what everything is for when you're starting out, which is the most important time to keep players interested in the game. Also, there seem to be a lot of more expensive IAPs which tend to turn people off to a game.

    It looks like it could be a solid game if you get some of the basic user friendliness stuff down first. I think someone already recommended a playable tutorial which wouldn't be a bad first start, along with labeling the GUI icons/objects.

  • That looks really cool!

  • The feature hasn't been added yet. Maybe in C3

  • I'm glad to hear it's working for you. And I like your animation, by the way.

  • Change your event to Keyboard when A key is down rather then on pressed.

    If that dosn't fix it then you'll have to post your capx so we can take a look at it. Or at the minimum post an image of your event sheet.

  • Have you added a movement behavior to the sprite yet? Like the platform behavior. You need to make the sprite move in the event sheet.

  • It's because your player dummy box isn't actually colliding with the box. It's sitting on top of it. If you swap out player dummy box for player (the animation), it will work the way you have it set up.

    You could also set it up a couple different ways. One way is that you could probably play around with the collision polygons on your sprites to make it work. Another way, and what I would probably do, is to make an invisible detector sprite that follows the player box just under it and destroy the box if that detector sprite is overlapping the box and the down arrow is pressed.