Acissathar's Forum Posts

  • R0J0hound You are the greatest. Thank you so much, I read through the post and looked up your examples. (Part of the problem turned out to be my collision polygon.) I revamped from the massive true / false statements I had and simplified it down to the bitwise method. Again, thank you. Saved me some of my hair from being pulled out

  • My issue is basically what is in the title. I am trying to get the tiles to check what is next to them and then update their frame based on whether there is ground near by, or not. I know that the events I currently have are likely not the most efficient, but that is not necessarily what I am going for at this moment. ( I am also using http://www.scirra.com/arcade/action/3926/go-faster as pretty much the ground work for this capx)

    Currently what I do is spawn an air tile onto every ground tile that has an animation frame of 0, then I go through each Ground Object and check if it overlaps in Up, Down, Right, and Left directions. If it overlaps then we set the instance variable to true, and then go through a huge list of If Statements to determine which frame to set it to. (The green "grass" should be facing the air and just dirt should face nearby tiles.) Some tiles come up correct, and others do not. I feel that because of this I am missing something simple, so I am uploading the capx so you guys can get a better view of what I am rambling about. (I have to go to work so this is just being thrown up quickly <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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  • Carsteroids, diggin it

    Myself, lot's of asset's for my Earthbound/Mother project! (I'm so tired of tree's XD)

    *snip*

    Those are really awesome looking (wanna say pretty but not sure if that's the right word haha), looking forward to updates!

  • This is from the old blog entry introducing the Scirra Store:

    o you have content you want to sell?

    We're always going to be looking out for great new additions in the Scirra Store. If you have original content that you own the full rights to and would like to see it for sale in the Scirra Store, drop me an email to tomryf@scirra.com.

    We're interested in music, sound effects, background images, sprites... anything you can think of!

    It's important to understand that we will only stock a select few items, so please don't be too dissapointed if we don't take up an agreement with you.

    Source

  • Amazing list, extremely glad you threw this together!

  • My ideal game would be an "FPS" but instead of guns and other weaponry you use spells/magic. The game would let players choose a set of spells and fight with those in a modern setting. For example a map could be an office building and instead of light machine guns spraying at the guys with shotguns, it would be s guy throwing fireballs while his opponent is lobbing spears of ice with a team coming from the side to flank with an arc of lightning.

    A huge focus would be put on making each spell set have its own identity while still granting the utility that others have so that the game is balanced but allows players to play in a style that suits them. So while each spell may have a way to set a damaging trap, Ice will impale them with spikes, Fire would ignite the area, and Lightning would chain between close players.

    While this could easily just be another "FPS" style clone, I feel that the mix of scenery and weaponry could make the game stand out.

  • I hope that this gets rolling and picks up steam. I love my Kindle Fire but it didn't make the big splash I hoped for content selection regarding games.

  • It doesn't sound too bad, although I'm assuming you mean that you would create a piece and then first person to buy it gets it "exclusive." This can work but it might not be what people are looking for.

    Another option you could do is have a contact option where someone who is looking for exclusive art can pay to have you do it to their specifications for a higher price than just a piece you created that has an exclusive license.

    Either can work and I'd think it'd be awesome if you did both, to give a more "budget" friendly option or if they just like the art style as your doing it now, and to give the option to those who would be willing to spend more for a unique piece.

  • I have no idea what I'm doing but it's a lot of fun making awesome flames.

  • For me its using something other than guns. My "dream fps " if I ever get around to making it, is to let players choose a set of spells and fight with those in a modern setting. For example a map could be an office building and instead of light machine guns spraying at the guys with shotguns, it would be s guy throwing fireballs while his opponent is lobbing spears of ice with a team coming from the side to flank with an arc of lightning.

  • I really like your art style, keep it up!

  • I love these. Thank you for the many laughs Tom, keep 'em coming :)

  • What genre of game is it? For most games you can simply strip away unnecessary parts of the interface to reduce clutter or scale down the interface a little more than the rest of the game.

    If you haven't gotten too far into development and have both mobile and desktop as ideal targets then definitely do as Sugart said and design with mobile in mind first. You can always "go bigger" on the desktop version where as taking away to make a mobile version can be tough.

    edit: Spelling mistakes :/

  • > Yep, for the amount of seconds just use floor(random(x,y)) in the dialog box, with X being the minimum amount and Y being the maximum.

    how do u get floor?

    The Random function grabs a decimal number from X and Y not whole values. Floor rounds that number down to a whole number to make things easier to work with.