BadMario's Recent Forum Activity

  • I do this all the time, so if I undrstand correctly what you want, this will work.

    Keep all animations in a single sprite and pin it to whatever....

    Add a number after each of your animations. Let;s say Wizard is 0 and has 3 animations, walk, run, jump.

    Add 0 so they are renamed walk0, run0, jump0. Elf animations will be walk1, run1, jump1

    Then use a global variable called selected. When you select the wizard set selected to 0 and in your events target animations like this: "walk"&selected , "run"&selected and so on

    If a different character is selected then variable would be set to 1, or 2, and do the same thing, adding those numbers to each animation's name.

    So that sprite will be pinned to your puppet sprite and the right animation will be playing depending on selected variable

  • I think your example is good enough, so I would not worry about it too much. Just polish it up and finish the game.

    All physics engines, although they help, have things missing. One of the most annoying things with box2D is if something moves too fast it will go through objects.

    Guess what happened the first time I used physics in Unity and threw a soccer ball a little faster. It went straight through the net and through ad boards behind the goal. If you ask a question about this, you will get an answer along the lines of: "you have to use raycasting, bla, bla, bla, code it yourself"

    Shouldn't that already be a part of the ^%$9ing physics engine, yeah it should, but look at the bright side, at least it allows you not to have to code all the other parts that actually do work.

  • Particles.

    Try this one deusx.com/swipe-kicker

    Starts snowing after the second or third kick and snows more and more as the game goes on.

    If that looks good to you I can post the exact particle settings

  • Maybe a bug in Construct 3? I have never had this problem in version 2 and I still use that to develop. Just bought subscription to 3, but have not really used it except for some testing.

    So you are saying that if I create something in layout5 instead of it being a clone of the instance in layout5 it will be a clone of an instance in layout3 for example, if there is one already there?

  • Why is any of this necessary. Simply have your objects in whatever layout they are supposed to be as they are supposed to be.

    You need to know and keep in mind that you need a loading/setup layout on which you place all objects that need some sort of prototype<

    Not sure why one would need this. You only need an instance of the object in a layout if you are going to create it using system>create object event. And then you can just change whatever you need to change using actions, although you can simply have a single instance in that same layout as it is supposed to start out.

    Whenever possible probably better to avoid creating anything. Just place everything in your layout so it starts out like that. Objects can be hidden off screen instead of destroyed and recycled instead of create>destroy>create......

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  • For global game timers you should probably always use global variables.

    Just set two variables; GameStartTime and GameTime

    Then on start of layout set GameStartTime to System.time

    and from then on every tick calculate GameTime = System.time - GameStartTime

    If you are counting down from 125 seconds, then GameTime would be 125 - ( System.time - GameStartTime ) and you get a countdown from 125 to 0.

    Now to add or deduct 5 seconds, you can use another variable instead of 125, set it to 125 and then add or subtract 5 as needed from that, or you could +- GameStartTime variable as well and keep the calculation the same 125 - ( System.time - GameStartTime )

  • A timer you can program with a few variables and events or if easier for you use fade behavior.

    Depends on how your game is set up, but if using fade behavior, I would add it to that bullet and each time it's fired set it to fade out in 5 seconds. Then add a condition in your shot fire event; if bullet opacity 0%. So bullet cannot be fired until it is at opacity of 0%

    Obviously you do not destroy this bullet, just move off screen if it hits something. Then when ready to fire set opacity to 100% and fade it out again

  • I don;t think you need trigger once as on start of layout is kind of trigger once already ( not sure if that makes a difference with your problem )

    These days sounds will not play in browsers until you click on something first, that could be your problem.

    You should have a start game layout, so players click on start game or play button and then go to the actual game. That will count as purposeful interaction by the player and sounds will play from that moment on.

  • I usually just have a final layout with scores and use local storage to save/load those

    Since you asked about my games, this one has current game running time and score, plus all time best in both categories

    deusx.com/runback

    This one use a simple text field to display stats

    deusx.com/Golden_Boot

    You could also use your pop up/instructions window to display this.

  • I am in the same boat sort of. I would prefer not to have to release any apps. Just games on my web site, they play fine on mobiles anyway.

    About GooglePlay, I have to check, I definitely need this. Back in Mochi ads days their leaderboards helped a lot ( I think ) There is an extra incentive to play more and beat other people's scores, especially with sports games, and 90% of mine are sports.

    I know people were complaining about Google plugin in construct 2 because it was only working with web games and not mobiles, so I am under impression that they should work on everything.

  • Can't you just use GooglePlay leaderboards?

    I haven't tried them yet, but that should already be included in Construct 3's Google plugin

  • So far. one event sheet for each layout, with one extra event sheet that handles music on/off outgoing links and main menu. That one is included in all other layouts/sheets.

    I should add that most of my games even ones with multiple levels use only one layout for the game itself. Other layouts are just intro, instructions, end game type of thing.

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BadMario

Member since 3 Sep, 2015

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