alessandroLino's Forum Posts

  • Good luck with the project! Hoping to see what comes out, as Battle City was also one of my favorite games on the NES! Used to play it for hours with my brother XD

  • :( Im sorry i forgot about different keyboard layouts, can you guys suggest some options other than control shift space?

  • XD

    So! I've fixed the fonts using webfont, thats a good thing, since now the game looks as i expect <img src="smileys/smiley17.gif" border="0" align="middle" /> But it still goes a few pixels up at Firefox, so i'll probably have a look at spritefont to see if this gets fixed.

    This week gonna be busy at uni, so no work will be done for some time. But after that, 'im going to check at the crashes, as GameThirsty said he had, and i had myself while testing the game on Firefox in a Windows XP vm. It also crashes opera mobile o.0

    The aliens will probably get reworked too, to free up a few events and make they more simpler and solid. They also take up alot of processing, which is also one of the reasons the game is kinda short. So if i get them to be simpler, i'll be able to expand the map a bit.

    Anyway, thanks for the feedback and support so far! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Thanks for the kind comments!

    Oh, there must be something you haven't found yet in that secret room ;)

    Anyway, i tested the game in another PC and found out the font i used didn't work, anyone knows how can i fix it other than using spritefont?

  • Hi everyone!

    Heres the result of my struggle against the 100 events of the free edition. <img src="smileys/smiley18.gif" border="0" align="middle">

    It's a platformer with aliens, miners, and your goal is to save miners stuck in a cave with aliens. Pretty simple. There's also some secrets to be found. And there's NPCs to chat with.

    <img src="https://dl.dropbox.com/u/78939062/ss1.PNG" border="0">

    <img src="https://dl.dropbox.com/u/78939062/ss2.png" border="0">

    It was quite a challenge to get it done within the limits, but i think the result is acceptable. Anyway, here's the game

    GAME

    ---

    Miner Defense! I'm adding it on this thread because recycling stuff is cool.

    This one probably happens after the first one, aliens are mad because you killed all of them (probably) and sent reinforcements. You play as the archer that was on the tower, the tower got partially destroyed and a mad UFO is shooting your mining village, or something.

    Basically, it's kind of a boss fight that would follow up the game, and i'm not any happy with it. I kind of got mad at the limits and stopped working on it. Anyway, i think it's still a bit presentable, so here it is.

    <img src="https://dl.dropbox.com/u/78939062/defense4.png" border="0">

    and as usual

    GAME

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Oh that works, theres a very small flicker but i guess it wont be an issue. Its better than seeing the sprite inside the ground, and it gets really worse when the pixels are at 3x :|

    Anyway, thanks for the quick reply :D

  • Sorry if the thread name isnt really clear, and i pointed the newest version but i noticed it on the r109 too.

    The issue is that sometimes, the object using the platform behavior after landing, it will go a pixel inside the solids.

    Heres some screenshots, one from my own project i started a few hours ago

    <img src="http://imageshack.us/a/img853/803/13639169.png" border="0" />

    And two from a game from the arcade which i forgot the name now (sorry <img src="smileys/smiley9.gif" border="0" align="middle" />)

    <img src="http://imageshack.us/a/img69/2825/32895595.png" border="0" />

    <img src="http://imageshack.us/a/img15/6360/39404251.png" border="0" />

    On the first image you can see his little feet is perfectly aligned with the grass pixels, but on the second one it goes a pixel down into the grass.

    Heres the capx

    dl.dropbox.com/u/78939062/platformer.capx

    and an exported link

    dl.dropbox.com/u/78939062/C2Platformer/index.html

    Tested on Rockmelt (which is pretty much Chrome) and Firefox, Windows 7, NVidia Geforce 9800 gt

  • I might be back on work

    [TUBE]http://www.youtube.com/watch?v=jK6AkYa43TQ[/TUBE]

    But thats a huge maybe <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Hi everyone, been a long time since i've posted anything, but i'm still alive. And if anyone remembers me, boot wizard is pretty much dead due to horrible code and design, it didn't really made any sense at all.

    Buuuuuuuut, i've got a little thing to show, not sure it really counts as videos, but heres some pieces of what i have for now.

    <img src="https://dl.dropbox.com/u/78939062/dev1.gif" border="0" />

    <img src="https://dl.dropbox.com/u/78939062/dev2.gif" border="0" />

    <img src="https://dl.dropbox.com/u/78939062/dev3.gif" border="0" />

    <img src="https://dl.dropbox.com/u/78939062/dev4.gif" border="0" />

  • I was prototyping some stuff, and i used the bullet behaviour to make some dash-like movement. It was something like

    + Click

    • deactivate 8direction
    • activate bullet

    + Bullet range exceeded

    • deactivate bullet
    • activate 8direction

    It works fine the first time, but it seems the counter doesn't get reset so it keeps flying away when i click a second time. Am i right? Is there a fast workaround?

    Buttons, menus, dropdowns, editboxes, you know, these things. Even better if they can look like the current OS theme, yeah i like Windows buttons. And then working with it together on some viewport or canvas for drawing or rendering stuff, totally awesome.

    Is there any chance to have application stuff on the future (after the exe)? Or is it going to be strictly game stuff?

  • Do random waves! Thats what i did myself.

    I had some spawners at the edge of the screen, and i just set some variables like enemy type, amount of enemies in the wave, delay between each enemy, and voila! When the amount reached 0, wait a bit and generate some random stuff on the spawner and so on. Not really hard to do, but will take some time to setup if you have different moving patterns for a ship and different shooting patters for different moving patterns and whatever you got.

  • Oh, i meant making the setup with minimal files as explained on MSDN.

  • I've seen somewhere that construct games only need d3dx9_something.dll and the xaudio one if you're using it, so we're able to make a setup containing only those? That be awesome.