Ahr Ech's Forum Posts

  • I've done something similar for a monster in my game using anglelerp. Hopefully I can word this so it makes sense.

    I'd set the first segment's angle like this: anglelerp(MouseTail0.angle, Mouse.Angle, 0.2)

    Then each following segment would be lerped to the previous one's angle . For a more natural flow you may want to decrease that last value a little bit with each one. So the first might be 0.2 as above and then 0.18, 0.16, 0.14 etc.

  • Small update.

    This past week I got a basic gameplay loop going to support testing the upgrade system, which works like leveling in Dark Souls. Starting from your ship's crash site, which functions as a home base, you'll traverse four stages of the first zone before reaching the zone's boss. Upon defeating the boss, it's lair will function as a waypoint that will allow you to travel home without losing the resources you've collected. These resources can then be used to upgrade components of your space suit.

    Once I get the boss fight (pictured above) stabilized I'll update the build so anyone interested can try it out.

  • Ah, you'll want to change "on A pressed" and "on D pressed" to "key is down" events. The platform behavior's left and right movement only triggers as long as it has a continuous signal.

  • It'd be a lot easier figure it out if you could post a screenshot of your events or better yet upload a capx we can look at. Not much we can do otherwise.

  • Thanks for the feedback! Yeah, you're totally right about it being too similar to Nuclear Throne at this point, and I'm a little uncomfortable about that. The way it actually plays has been like that from the start, but the way I handle weapons themselves now is pretty much lifted straight out of NT, which I did just to get it working so I can focus on the hard parts like level generation. Going forward I will definitely be changing things up and really making it mine. Once the base building mechanics are implemented I think the game will really be it's own thing.

  • Alright, playable build time.

    This is the first area of procedurally generated asteroid field you enter whenever you leave your base. For now it'll just loop when you find the exit, but I'll be adding more areas once I've got the base itself working.

    https://www.dropbox.com/sh/1dfxqab9t4mj9td/UYJDpzP8J-/Reliquarywin32?dl=1

    WASD to move

    Spacebar to use your jetpack when floating between islands (short bursts recommended)

    Mouse to aim and LMB to attack

    RMB to Blink (only recharges when jetpack energy is full)

    Scrollwheel to swap weapons

    E to pick up weapons (only slot 1 [light guns] and 3 [melee] are currently available. 2 will be for heavy weapons)

    ` (tilde) to restart if you die or get stuck. (running out of fuel in empty space just leaves you stranded right now unless you have enough ammo to push yourself back to land with your gun)

    Esc to cancel fullscreen, Esc again to close.

    Work your way across the asteroid field shooting or whacking anything with green on it until you find the orange Phase Crystal. Run into that to warp to a new area. Most enemies have a chance to drop healthpacks or ammo.

    I'd love to hear how it performs.

  • Kyatric or Arima , I'll need mine moved too.

    Thanks in advance!

  • Oh, I see it back there now. Yeah, that's tough. Lengthening the body would work, sure, but the compactness it has now is really nice. Since the back legs are smaller maybe they can be closer together without looking weird?

  • Awesome design for the carrier, it reminds me of the one in Iron Brigade!

    Love that walk animation for the creeper, too. Nice and weighty. Can't tell if it's supposed to be a tripod or it's just missing a back leg though.

  • <img src="http://imageshack.com/a/img835/6498/7rpb.jpg" border="0" />

    Man, I hope nobody was super attached to the old art style. It was sort of a tremendous pain in the butt to work with, so I had to make a decision between seriously cutting back on scope or switching to something easier to work with.

    Last month I started over from scratch with all new pixel art assets. The simpler workflow combined with my current level of experience with C2 allowed me to implement everything I'd done before the change(about three months of work) and more in just two weeks.

    <img src="http://imageshack.com/a/img802/7/3uda.jpg" border="0" />

    To give you an idea of the difference it's made, the old player character had to have between 8 and 16 animations for each individual action like running or shooting, depending on how smooth I needed rotation to be. Now the player character has 8 animations total, because pixel art just lets you get away with so much more before it looks weird.

    This simplicity has also added a lot of flexibility to how I can design monsters and their behaviors. I'll be adding new species to their ranks much faster now. I've got three fully implemented and three more in the oven. After that I'll turn my attention to boss monsters and dungeons.

    <img src="http://imageshack.com/a/img268/9584/0bar.jpg" border="0" />

    I'll throw a playable build of my testing arena up here in the next few days in case anyone is interested trying out the combat.

  • I can't test it from here, but looking good from what I can see! For the level generation I'd recommend taking a look at the method Derek Yu employed for Spelunky. It translated very well to an isometric perspective in some of the tests I've done. There's an interactive example of how it works made by Darius Kazemi, but his site seems to be down right now so here's the article I found it through instead. Another simple option to explore is the method used in Vlambeer's Wasteland Kings.

  • RandomFellow

    Steampunk Giants is looking great man! Love the HUD.

  • A simpler option without variables might be to just take the Y value of your ground level and set your text to the difference between that and the object's Y value. So just something like Set Text to GroundY - ObjectY. Or if you want it always relative to the catapult, use catapult.Y instead of ground.

  • There is a better way! You can do it in one event. Put all the objects you want Z-sorted into a family called IsoObject or whatever you prefer and set it up like this:

    <img src="https://imagizer.imageshack.us/v2/437x69q90/203/s7uq.jpg" border="0" />

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  • Here's a couple screens from another prototype of mine, this time for a procedurally generated dungeon crawler.

    <img src="https://pbs.twimg.com/media/BdqiiAACYAA3PU-.jpg:large" border="0" />

    <img src="https://pbs.twimg.com/media/Bdvyr9-CAAIvUyV.jpg:large" border="0" />

    Sanches Nice effects!