bclikesyou's Forum Posts

  • Boss art and code are mostly set. I've been making an effort to get to a point with art and code where I can say, "Okay it works and it looks good" so I can move forward and work on other stuff. There is still a lot I'd like to add to this boss (small firing animations, slime particles, spawn minions) but scope, man!

  • SLIME BOSS

  • Yeah I think this is a good idea you could definitely expand upon!

  • ChrisFagan For level 1 (and for the rest of the game), I basically create each "screen" as a layout. If you play the demo, you'll notice you enter doors. When you enter one, it takes you to the next layout. I basically just use a "go to layout X" action.

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  • Tweaked and re-skinned a level 1 enemy and now I have a cave rat!

  • I have a pile of games that cannot be published in App Store due to different bugs.

    Any screenshots or capxs anywhere? If you've struggled for 2.5 years with a "pile of games" and haven't been able to publish any because of the technology you're using, at some point I would hope you thought "maybe I should use a different engine".

    At any rate, post some work. Maybe we can help.

  • Revamped bat animation!

  • Noted!

  • oosyrag Thanks for the input! I tried you solution but unfortunately it didn't work. However, you explanation was perfect and made me realize the huge mistake I was making: not using a subevent. So thanks for that!

    I was able to make it work with the following code:

    It's kind of dirty with the "Every 4 seconds..." containing two "Wait" actions in it, but it works! Also tested it with multiple enemies and it works fine so far. Gif of action with filler enemy art:

    I would like to add a 'random' value in there so they aren't firing in unison but that isn't a priority right now

  • What I'm trying to achieve is as follows:

    • Enemy has LOS on player
    • Enemy waits 2 seconds then switches to "Shooting" state
    • Enemy eneters "Shooting" state and fires at player
    • Enemy wait another 2 seconds and goes back to "Hiding" state

    This would then loop if the enemy had LOS on the player. Hide 2 seconds, Fire for 2 seconds.

    Problem is that the enemy starts Hiding, enters Firing state and fires once, and then stays in that state and doesn't fire.

    I feel like this is a super basic thing that I'm missing. I'm familiar with doing "Else" conditions but that doesn't seems right in this case. Appreciate any help!

  • Ah I've been eyeing Spriter for a while now and was curious how it'd do with pixel art. Your results are definitely looking A+, so I'll have to look in to that

  • MPPlantOfficial Thanks!

  • Added art from a past Ludum Dare entry for my hopping enemy. Slime bro! Dude is annoying.

  • wraithgames Thanks a bunch!

    Decided to use some art from a recent Ludum Dare for my hopper enemy: Slime Bro! What's worse than a randomly hopping slime in a cave. Uggghhhhhh most annoying enemy evveerrrr.

  • HR78 Possibly but I'm going to hold on for now. If it does become obvious that they're difficult, it's just a matter of changing the instance variable