lionz's Forum Posts

  • It was a little sluggish on the S5 but nothing too crazy, it made it difficult to play against the bats and maybe the response felt a little delayed, probs framerate issue. I didn't mention anything about performance really because I know I'm on an S5 with probably minimum supported OS so no need to highlight it.

  • Object overruling layer seems wrong, the layer bar is there to select your layer. If you have trouble with objects on varied layers you can select it in object bar which will select all of that object type, you can set them all to the same layer with one change.

  • Well that's not for me to say really, how did it look? Does it achieve what you were after with the gameplay?

  • My experience with those games, well I like rogue-like dungeon crawlers, platformers and RPG and adventure games, and I have tried to make my own rogue dungeon crawler but the scope was too large in the end :) I am on an android pretty old Samsung S5.

    Yes with the stars that wasn't obvious maybe you could change it to ticks so it looks more like a task list.

  • You do not have permission to view this post

  • I gave it a good play, here is some of my feedback :

    - 3 stars seems impossible to achieve, time limit + all critters must be killed?

    - If time limit is important to 3 star achievement it should probably be shown during gameplay

    - Bats are too overpowered, plus they move very slowly and follow you through the whole level meaning you have to wait for them. They should really follow you only to a certain range in the level or you feel you must wait to kill them or run through the dungeon being chased by them. Also what makes them more overpowered is the control scheme can be clunky and slow at times, turning in the right direction can be difficult whilst the jump cannot be predicted very well making them difficult to hit, the button response might need some improvement too or perhaps they need to be bigger

    - As above, control scheme seems fine but the response was a bit off for me

    - I upgraded my weapon but it didnt do anything other than act as a blocker for progressing through the level, that didnt feel great. It doesnt do any more damage but rather acts as a metroidvania type game, where i dont have the choice to upgrade but its a necessity and when i have upgraded it, the weapon has no real difference

    - The levels are too difficult, even with a refillable potion I feel like it's way too hard and it doesnt feel fun but I think this is because of the star rating looming in the background

    - All items are hidden so I dont feel like I want to progress to unlock any of them, if i could see what they were but they are locked it might entice me more

    - I was shown how to use a ladder in the tutorial but then didnt see one after that

    - There is a focus on moving the camera with your finger to look around the dungeon first but that seems counter-intuitive when there is also a focus on time limit

    Summary : maybe that's all going to sound quite negative but that was my feedback of the experience. It's got some potential but it needs some balancing. I think to resolve a bunch of these problems you should remove the time limit and star rating completely from the game, it isn't fun and doesnt work with other gameplay features you've added. Because of the difficulty in the game it would work better as just discovering and strolling through the dungeon, battling through it and given time to use the signposts, move the camera around, talk to NPCs, that seems fine on its own; the rating, time limit and enemy count, putting an emphasis on mad rushing through these dungeons just seems wrong for this particular game, but only my opinion.

  • Hiya, this is a common issue I see people get stuck on. Due to Construct's top to bottom running of events what is actually happening here is it's setting something in event 1, which makes event 2 true and then it runs event 2. So in the same 'tick' which you won't see with the naked eye, it is toggling something on and off again. Some people try to resolve this with waits or timers which can also cause problems, I prefer to pass toggle options through a function, see my screenshot in this post : construct.net/en/forum/construct-3/how-do-i-8/how-do-i-create-a-character-sw-142015

  • Great, glad it's working :)

  • I mean replace low and high with numbers as described in the second line. I don't know what your range of layout numbers is.

  • Go to layout by name : "Layout_"&floor(random(low,high))

    where low= lowest layout number and high = highest layout number+1 (it rounds down)

  • It's not as easy as it sounds but you can accomplish this with some tight function work. You replace every x seconds with the timer behaviour on the zombie object so each has their own timer. Whenever a zombie's state changes you run a function with the zombie UID as a parameter. Then when you call the function you use the condition where zombie.UID=function.param(0), that's how you identify the one zombie object. You can then run things like on zombie.timer ended, run function sending through the zombie UID, and check if you want to make it run a random path and start a new timer on that zombie. If zombie is in proximity of the player you can run a function with the UID to stop it from pathing then change its status to chasing and finding a path to the player.

  • You can assign behaviour to family group then say on enemy A created, set speed to this, then on enemy B created, set speed to this. So you have different speeds but can keep general logic such as 'all enemies(family) path toward player when they have LOS'.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • In project properties bar, reverse the window size xy. If it's currently 720,1280 then change it to 1280,720.

  • Sorry, I don't really have the time to make this. Try using sprites with bullet behaviour that are created in 2 places and angle toward a cursor object in the centre.

  • It's useful if you are still applying some of the behaviour conditions to all members of the family. For example if you have enemy A, enemy B, enemy C, enemy D all who will move towards the player when they have line of sight of the player, you do not need to say individually enemy A LOS of player, enemy B LOS of player, but you can say enemy family LOS of player. It's up to you to decide if grouping behaviour for all enemies will minimize some code. I can't see anything wrong with applying enemy family behaviours because at least then you do not have to add behaviour to individual objects, they will all adopt the behaviour, then you can set the values separately for each object if you need.