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Messages - JeffreyDriver

Pages: 1 2 3 ... 137
Windows / Mac / Flash / HTML5 / Re: My New Project
« on: Yesterday at 04:04:44 pm »
+  Interlace effect added
+  Sound effects added
+  Failed interaction descriptions updated
+  Spirit orbs added. There's 100 hundred to collect. Many are just free-floating, some are hidden inside objects. Currently, they serve no purpose. Maybe you need a certain amount to reveal certain supernatural things?
+  Got someone working on the music.

Ask a Question / Re: Attack animation and collision troubles
« on: May 24, 2019, 03:03:39 pm »
You can create and destroy collision shapes as needed. So it's just a case of creating the correct logic. Also, if you used sensor shapes you can check the current frame number.

Ask a Question / HTML5
« on: May 22, 2019, 01:59:54 am »
I've recently started testing in HTML5 and noticed differences between how Flash and HTML5 handle things. Most noticeably issues with text and labels.

In HTML5 positioning is slightly off, line height is really off.  In Flash, when using labels I was able to tint text by tining the actor is was attached to, which was really useful, but doesn't work in HTML5.

Are these things bugs which are going to be fixed, or things I need to work around?

Ask a Question / Re: HTML5 version of game not playing correctly
« on: May 19, 2019, 08:43:45 am »
I don't know why flash is working while html5 isn't but I think the issue is that the next question is also reacting the same click as the current one.

So try clearing the current question and wait a second before presenting the next one.

Journals / Re: Crossbar Kevin
« on: May 17, 2019, 03:12:11 am »
Keeps crashing on Android a few seconds after opening.

EDIT: The music plays and I can see the main screen but after around 3 seconds it just quits.

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: May 16, 2019, 03:49:47 pm »
If you release an OSX version I'll happily test for you. I do have an ancient Windows laptop somewhere I could dig out and try.

Ask a Question / Re: Collision/Boolean Question
« on: May 16, 2019, 03:06:54 pm »
Use the Easy Math extension.  It's got blocks to easily calculate things like that.

Yes, local attributes. If you're going to have different colour balloons then things will get a little more complex, but the idea is the same. You'd need to run the check after the projectile has been fired (e.g. has it stopped moving or left the screen)

Have two number attributes.  One called 'projectiles', one called 'balloons'

Then for each balloon, increment 'balloons' by 1. As balloons are killed and projectiles are used decrement the correct attribute, then if either equal 0, end the level.

Windows / Mac / Flash / HTML5 / Re: My New Project
« on: May 13, 2019, 04:05:39 pm »
I've had a think about your idea. I could use spirit orbs that are attached to certain objects, and I could even have a few just free floating on certain scenes. Trying to think if there could be a use for them rather just for the sake of collecting them all.

Windows / Mac / Flash / HTML5 / Re: My New Project
« on: May 11, 2019, 04:32:17 pm »
Hint system implemented.
The hints are linked to the current scene, and a couple don't have hints as there's no need.

Hints are tucked away in the pause menu because I don't want people to just be tempted to keep checking hints for every scene. The game will also record hint usage so at the end I can tell players how many times they used them!

Change 'Nothing Happened!' responses to something more interesting.

Journals / Re: Crossbar Kevin
« on: May 10, 2019, 02:34:29 pm »
Which graphics look a little inconsistent?

The grass, trees, clouds seem a little clunky compared to the rest of the graphics. Also, some outlines for actors seem thicker/blurrier than others.

See  blocks under ACTORS > DRAW > LAYER

Ask a Question / Re: How do I save a low score attribute?!
« on: May 10, 2019, 11:24:59 am »
If low score equals zero when the player completes the game set the low score to shots taken.

otherwise set shots taken to the low score.

Ask a Question / Re: Taking Attribute Values To Different Scenes
« on: May 09, 2019, 03:02:15 pm »
There are two main types of attributes; local (blue) and global/game attributes (purple).

Global/game attributes can readily be accessed from any behavior so you need to store that data in one of those.

You could have a global list (or map) which stores the money earned in each level.

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