lionz's Recent Forum Activity

  • Export to android is fine and there is a ton of documentation to guide you through it and publish to Google Play Store.

  • isPlayer variable is set to false on the town layouts.

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  • This seems rather simple so I'm not sure why a tutorial would be made for this. It is a matter of clicking a sprite and setting other sprites or possibly grouped objects in a family visible/not visible. You could make use of variables, when you select the tank icon it has an isSelected boolean which is set to true, when this is set to true then the vehicles are made visible. When you click the other icon, you hide the vehicle objects and make the other objects visible. Assuming the menu always has the same layout then it is easy to set up. If the icons move around then it becomes a little more difficult.

  • For it to move like space invaders you can do something like, sprite on collision with waypoint, sub event : system pick all sprites - apply angle of motion, because they always move across and down together right? Don't use a function or a for each.

    Some info on functions, when you try and apply the bullet stats to your heavy object it is not actually picking correctly, I know it implies that it would run the function for the one that collided but it doesn't and the function is separate. You can pass through the heavy objects UID as a parameter through the function, then on the function you say where sprite.UID=parameter 0. That way it will pick the object that triggered the function, but you don't need a function here.

  • 'Scroll To' behaviour on the player

  • This doesn't accomplish too much, there is already a construct discord run by staff.

  • Not sure if you tried a different method but a workaround could be to duplicate the districts layer and scale it up in the same way but make it invisible. A bit of fiddling around I suppose.

  • I'm not sure why you're sending global variable data to an instance variable on the player, you should just use global variables for player stats. As for the healthbar it looks like there is a chance for a bug since you are passing variables through functions on overlap with the takedamage code. No time to investigate now though. 'Added to the player' shouldn't be a thing though so if avoiding that fixes the bug then there we go.

  • Looks like it's a problem to do with the scaled layer. If you set it back to default 1 then it's fine, must think the heli is in a different place. Probably better to use scaled layers for visual effects and not overlap checks.

  • Yeah that could work. I'll have an explorer dude pulling a switch left/right at the top. The middle button can be for rotating blocks at 90 degrees to slot into shapes for treasure.

  • newt

    Yeah I could look into that if it works. I can do chunks of A and B that have a limit before they switch. Any ideas on theme though? I thought cargo will work and then tried to implement something where you are sending the cargo to spaceships in precise numbers but it all got a little too convoluted for hypercasual.

  • newt

    Thanks! Although the bombs are visual at the moment I have since added a timer. The idea is they count down and you must get rid of the stack quickly or it's game over, it just wasn't implemented yet and I needed to test what amount of time would be reasonable and not annoying for the user.

    I checked out Timberman just now, yeah I'll try not to do anything similar to that. Do you think patterns would work? Memorising patterns seems too easy like you would know what to press and not need to look at what is dropping.

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lionz

Member since 5 Aug, 2013

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