abj84's Forum Posts

  • That did the trick, thanks my man!

  • I want to have my player throw an axe that spins as it is being shot forward. I want the bullet (axe) to stay in place and not travel outside its straight path as it spins.

  • Hey, that's pretty cool. I might use this for a small future game. I'd bump up the starting speed a tab bit. Also you can move through your bombs.

  • Some creatures from my game Hell Creatures Rotten Corpse

  • i liked it, character animations are good, the enemies are varied, only thing i want is the ability to throw swords up or down, those bats are hard to hit, cant throw while crouching aswell.

    also the skeletons and (i think) other ground enemies can ignore you if you jump behind them, dunno if thats intentional.

    Thanks, I really appreciate the feedback! I originally had the player be able to shoot up and down but took it out for a few reasons. I'm debating whether or not to add it back. Shooting while crouching is possible only in the direction you are facing...but I really need to fix the events..it's buggy. Yeah, the enemy behavior is intentional (i.e. not as aggressive for the first two levels).

    overall decent, feels like one of those fun flash games on newgrounds

    That makes me feel really happy to hear

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  • No feedback..?

  • Yo man.

    I checked the game out although feel without playing versus a few others there's not too much to say on the actual gameplay at the moment, so sorry .

    Basically I ran around the map solo and just got a feel for it. Two things I can point out is that the font is really small and hard to read and the map might be too big for the scale of the game? I could see players just roaming around trying to chase one another without ever catching up. Have you considered adding a limited field of view? Also, I like how the walking sound changes going over different terrain.

  • Hey bud, you have the wrong forum for your question

  • Hi guys,

    I just posted a demo for my game Hell Creatures Rotten Corpse and would appreciate some feedback.

    It is a platform game similar to Ghouls 'n Ghosts.

    The demo is available here: http://gamesbymidnight.000webhostapp.com/index.html

    I left out some info in the demo:

    *Each stage has one hidden treasure chest that will appear when touching a certain spot.

    *Creatures are weak to different weapon types- you'll know how much damage a weapon does by how much blood/junk comes out from weapon contact.

    *Some creatures (ghosts) can only be killed by magic weapons. Normal weapons will only temporarily stun them.

    For DailyClick oldtimers, this is a fan remake of a Multimedia Fusion Game of the same name.

  • Thanks so much for the help Randomly. I think I got it...almost!

    Here's my save screen's event. I am creating a local storage key to hold each value I want to save (too lazy to parse out a string).

    Here's the event sat the start of the game where all the local storage values are retrieved and set to the global variables. I don't think this is correct though, because when I go to view my saved game info, it shows no save data exist (meaning it's not correctly pulling data from the local storage and setting those values to my variables.)

  • Hey man,

    where exactly do you want to save those flags to at the start of the game?

    To global or local variables?

    And how are those flags stored in general? Are they stored via the LocalStorage object? Or in a variable?

    Hey, sorry for the late response.

    I'm using global variables for the for the save flags and save data (for example):

    HasSaveData_Slot1 (Bool, "false" by default)

    CurrentLives_Slot1 (Int)

    CurrentWorld_Slot1 (Int)

    When the player saves the game to slot 1 using the build-in save feature, HasSaveData_Slot1 is set to true and sets CurrentLives_Slot1 and CurrentWorld_Slot1 accordingly.

    When the player goes to the continue screen, if slot1 is highlighted, if HasSaveData_Slot1 is true, then it displays the values of CurrentLives_Slot1 and CurrentWorld_Slot1; else it shows there is no save data.

    I just want to load the last values for HasSaveData_Slot1,CurrentLives_Slot1 and CurrentWorld_Slot1 when the game starts up. So, could I achieve that through local storage?

  • Hi guys,

    Hopefully this makes sense. I have three save slots for my game. If the player wants to load a save game, I'd like for them to go the load game/continue screen and see the progress of each saved game (i.e. current level, lives, etc.) The way I have this set up is when the player saves the game, that slot has a flag set that lets the game know that slot has save data.

    On the continue screen, if the player goes to that save slot and the corresponding flag is set, the save data shows.

    Here's the problem: I need to save only those three save slot flags when the game starts. I'm not sure how to achieve this.

    Any help is appreciated.

  • Check out this example. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/ly1yir6ts3hex ... .capx?dl=0

    That worked PERFECT! Thanks so much, it's really appreciated!

  • Sorry, I know this question has been asked ad nauseam but I can't find one that solves the issue.

    For my platform game, I want my enemy to shoot at my player's position. Other posts say spawn the bullet the set bullet angle of motion towards (player.x,player.y) BUT C2 says that's an invalid expression (and rightly so). I can't use turret behavior because I don't want my enemy to rotate. This should be easy to do...heck, games factory had a "shoot at object" event. Maybe I'm overlooking something?

  • Dude, thanks!! I feel kinda dumb