BlackClan Studio's Forum Posts

  • I wanted to make a thread where people can share their abandon projects/work or ideas that went bad and never got to see the day of light again (R.I.P).

    Also* Give a little background as to why you stopped working on it and tossed it out.

    Well today, I will start off with mine. To give a little background, I have ADHD and I can get bored of things real easily, especially projects that I have started but feel like it will be boring or just a waste of time. So in order to keep my mind going, I do projects that I find that are creative and very interesting to try to make. During last year of making my first major game, I made side projects of games I would like to make afterwards. But becoming a more serious developer, Im looking to make more wider styles of games that would attract more and not just arcade types. This project, I started at the time has been sent to graveyard. (R.I.P)

    Battle Front was one of my arcade games/projects at the time, that I thought would be interesting to make. It was a war game where the player has to shoot the opposing side. You could continue to shoot the wall to destroy their barrier and vice versa. Player could crotch down and hide behind wall if enemy was shooting and even throw grenades' that could explode a full section of a wall and vice versa.

    The background of the mountains where going to change too when the player advances more and more throughout the levels to simulate the time of day and to give the impression that these were long battles like an actual war. And the boss for this game was an actual tank every 10 levels.

    I haven't touched or opened this project since the end of 2019. But looking back on it. It would be a lot of work for me of my own and to try to get the sprites to do what I want them to do would be a lot. Im not that advanced, but I would go for it if it was really something I wanted to know. On top of that, this game probably wouldn't do well if I was to release it because not many people care for these types of games anymore in this type of style.

    Tagged:

  • calminthenight

    So im back and I found many events that work, I also used your suggestion, but it deletes too fast to even process the line or even make a trap.

    My problem now is trying to figure out a way of making them delete reasonably and check if the trap has no enemies. Thanks once more though for your help

  • Similarly, you can add an event to stop the fill function and call the clear function if your flood fill algorithm reaches an edge or boundary...

    I kinda understand what you mean but im not sure how that would work for part 1. But I think I got a way of how I can get the line to auto-delete by making a point mark for them. For ex, there will be a point A and B sprite. Player will spawn point A on the press of the key of drawing the line trap. On key release, Point B will spawn, but if Point B is not overlapping Point A, set tile (0,0) 100x100 to tile 0 ( back black to what it was).

    Good to see you are making progress with this project :)

    Thanks! Im getting there!

    For the second part, deleting the tiles if there are no enemies trapped in the completed section...

    Thanks for your help and advice for this. I will try it out to see if it works

  • Hard to tell what you're asking, because it looks like you have it all working well.

    Im asking how can I auto delete the line or trap if 1. it doesnt connect to make a full trap and 2.it does connects and makes a full trap , but no enemies are inside. That's why I posted the pics so people could get an idea of what im talking about or trying to achieve.

    Have you looked at an overlap condition for when the tiles turn blue? If the enemy is overlapping do x, if not do y?

    That's what I already have for event 27. If the enemy is overlapping the blue tile when its trapped, destroy enemy and it deletes the trap, setting the tilemap normal. I got that down. What im trying to do is make the lines or trapped auto-delete if 1. line doesn't connect to make a trap and 2. If it does, but no enemy is inside, delete the tilemap/erase tilemap. that's what im having trouble trying to figure out.

  • Hello all, im working on trying to delete the yellow line trap in my game if the player does not make the line connect. I manage to actually get the line and box trap to delete when an enemy is trapped in the box, IF the enemy is overlapping the purple tilemap. But im trying to get it to delete when the player does not make a complete connecting trap AND if the player does make a connecting trap, if there are no enemies in the trap, it will auto delete. But im having difficulty trying to execute this. Would anyone know how I could get the line to delete if it does not make a connecting trap and if it does make a connecting trap, delete if no enemies are not checked in it? Would really appreciate the help!

    Auto delete if line doesnt connect or make a connecting trap

    Auto delete if line did make connecting trap, but no enemy is trapped inside

    Events for tilemap. On event 28. I got it to auto-delete but it deletes too fast and not the way I would like it for it to auto delete.

  • This is a very cool idea! Nice trick... the entrapment of the scorpions! Are you looking for someone to work or share a project?

    Thanks, For now im not really looking for someone or to share a project. But I am planning on looking for other developers to work with later on down the road when im finish some of my personal projects and develop more skills/understanding of more coding.

  • MENU

    Working on menus and the configurations. I completed the control menu, so when the player press the "controls" option on the main screen, they will see the controls on how to play the game. For now, all im doing is just getting the menu layouts completed for the game. For me, these are the easiest things to work on and get out the way when starting a project. It lays out the overall design of how everything will look and really, it helps you to see the vision of your game coming together as well as making progress of it. For me, this is a good way to stay motivated, while keeping you in a creative mind of ideas.

    Here's what the control menu looks like for the game. (certain keys might change later on )

  • Oh okay very nice! Well good luck and I look forward of what you will make out of your next game with this technique you learned ;)

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  • I love this game prototype. You seem to be very experienced in experimenting with the 3D aspects of these projects you work on. The prototype look good. I myself also am curious to try these 3D projects and make me a 3D like game when im done with other current projects im working on. Are you planning on making a new RPG dungeon game or just testing out the new 3D features or both?

  • Hello everyone. As you might have known or seen some pics before of my project, I am working on my new arcade game called Scorpiux. The purpose of this thread is to share the current process of the project and developments of what Im working on for this game. I will be posting updates of the game and openly sharing the ideas and concepts of these designs I decided that would fit the game. So join me on my journey of me developing my second project if your interested in seeing game development and progress from start to end ;)

    The Game: Scorpiux is a shooting arcade game where the player(s) have to locate and destroy hazard environmental machines causing the environment to mutate and grow abnormally.

    The Concept: The game concept was originally designed to be a shooting game. But the idea was scratched due to it being too simple and boring. So I decided to try something more creative and learn more coding.

    The New New Concept: The game concept has been redesigned into shooting game. Unlike the very first shooting concept, player has to find and destroy Ecosystem machines that has caused mutation and growth in the environment. The game is no longer about trapping the enemy.

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  • You make a lot of games. Very proud of the work you do.