Bleeks's Forum Posts

  • Another look at GunnSwitch

  • Missile Attack! Here is a look at the first boss in GunnSwitch

  • Thanks!!

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  • Yesterday I spent 12 hours just cleaning up and polishing the first Cave area. Its not even that big of a stage but it was my first official stage that I made for the game around 6 years ago. There were so many little blemishes, things you don't notice until you zoom in really good.

    Tip for new devs: Take it slow, be clean and careful the first time when implementing your graphics and other details. Do it right the first time, then later polish it up again. Polishing it will be much easier if the stage layout is clean and precise.

    - I changed the light rays I had, made them sharper and sexier looking.

    - Reworked all my light sources

    -Fixed BG tiles that were messed up or just plain wrongly placed

    - Rearranged foreground and background assets

    -Redid my stage end cutscene

    - and many more small fixes

    Reason Im doing all this again is because I was rushing, not experienced and a little bit delusional. Let people see your game, whether on the internet or just local friends and family and tell them to be brutally honest.

    What we think looks good or right may not be so good because we are so used to seeing it so many times we become blind to very apparent things.

    Anyways here is a new screen.

    Cheers

  • Hey. Cute Idea with the robo dog, is G.U.L.Z.E.R its name? What does it stand for if anything?

    Looks like you have turrets set up, a hover and a shield too, is this a metroidvania style game or stage by stage? Tiles looks good, some nice variation and coloring.

    Im guessing the battery icon is for weapon power or for the robots overall power to survive?

    Only thing I can see a bit off is there is a collision issue for certain platforms where G.U.L.Z.E.R is standing a few pixels above the ground, but you probably already noticed that.

    Keep it up!

  • Okay cool, I'll take a look at it. Good luck and keep working hard

  • Thanks again Horace T, Im trying my best to make the game look and feel better. Hopefully we can get a demo out this year

  • Well here we go lol, next step was to have a check for all animating sprites overlapping the collision object and picks the one with the matching UID. Cool

  • Now I have a new problem, they all do it independently but if one is close by it doesnt perform the action, hmmmm. I am still using pick nearest though, maybe the issue is how the nearest is determined?

  • Nevermind! Chat GPT is very useful if you know how to prod it enough lol

    For anyone curious,

    What I did when I spawned or created an enemy, I recorded that enemy sprites UID to a variable in the hitbox.

    When that same hit box lands or falls or does what ever action, it checks the animation objects uid and compares it to the variable of the hitbox that stored the UID. If it equals then only that animation sprite animates! Beautiful