Discmach's Forum Posts

  • Spaceships Sprite Pack 2 — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-graphics/spaceships-sprite-pack-2-398

    <p>72x ship variants based upon 6 ship themes.</p><p>Pick and choose the ships to suit your game and/or use this pack to add more variety in the ship selections.</p><p>Also includes some small weapons you can put yourself onto the ships of choice.</p><p>Lastly includes some different colours for use in your game.</p>

    Use this topic to leave comments, ask questions and talk about Spaceships Sprite Pack 2

  • Spaceships Sprite Pack — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-graphics/spaceships-sprite-pack-94

    <p>Spaceships Sprite Pack:</p><p>17x sprites in total - this breaks down to:</p><p>1x player ship. </p><p>12x enemy ships.</p><p>1x large/boss ship.</p><p>3x beacons/pickup balls.</p><p>Everything you'll need to get you started with an interesting space game.</p>

    Use this topic to leave comments, ask questions and talk about Spaceships Sprite Pack

  • Dev blog is here: http://dissociativemachine.tumblr.com/

    Please visit, follow, like, ask and/or reblog

    [attachment=0:3ifqaosz][/attachment:3ifqaosz]

    Screenshot is for my game currently on Steam Greenlight. Been working on it for last 9 months - can thank constant indecision on art direction and spaghetti events for that one .

  • Game I've been working on for last 9 months.

    Gone through 3 remakes to change art styles and messy spaghetti events.

    Game now on Greenlight slowly gathering support.

    Video here shows most recent progress.

  • Doesn't really help my main issue/problem at the minute sargas.

    Even with only one guy spawned in-game, it is the same. He doesn't appear to have an invisible circle around him that triggers movement or not.

    Anyone else?

  • I'm supposed to be doing a gamejam right now, but I've wasted 3 hours being stumped on this issue and figured I need to get some help otherwise I won't finish.

    http://a.pomf.se/qrcznr.png

    Example image.

    I've used the distance method described elsewhere in forum, but it doesn't seem to work. No matter the distance of the player to main android colision boxes, it triggers his movement.

    An oversight in the events?

    Are there better methods?

    With these methods I'd like it to work per instance (so i can have multiple independent enemies) and have them able to shoot and alternatively melee attack when within a small distance of player character.

    Time is of the essence and thankyou in advance for looking. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • I think people would agree with me in wondering who you are?

    No company name, website links etc.

    Can you not add in these details so everyone in this forum can at least research you before sending you their details/CV's/portfolios?

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  • POST EDITED.

    Game sold.

    Other small games in development, keep an eye on my posts in the forum soon.

  • Hi,

    is this what you want it to do ?

    https://dl.dropboxusercontent.com/u/1685424/roll.capx

    That seems to work fluidly but I was trying to get character to roll backwards as like a quick dodge. I'll see if I can manage it working on this.

    Thanks

  • https://dl.dropboxusercontent.com/u/123274811/custommovement.capx

    I'm trying to input a weighty movement system.

    Movement works great.

    Only issue I have at moment is the rolling.

    In one direction the rolling works perfectly - Character spins 360, moves towards target coord, turns direction while rolling and then turns back to original direction afterwards.

    The other direction character is facing this doesn't work at all.

    Maybe I need a fresh pair of eyes and I'm missing a glaring issue or the system I have made just doesn't work, can it be changed easily/fixed?

    Cheers.

  • I have Tilemap object working in-game no problem.

    Love it's functions.

    BUT...

    Is it possible to have the tilemap object change the sprite it uses while keeping all the tiles positions/types the same?

    At the moment it is an alien planet, but I'd like it that sometimes when player spawns its a desert wasteland... but the tiles positions are the same.

    Hope I'm making sense.

    If it cannot be done, is there any suggestions for changing the tilemaps image that doesn't include webgl effects?

    Thanks,

  • I think the link has died or something has gone weird. Can't open link in Chrome or Internet Explorer, just blank white screen.

  • Looking for someone to help me out with a endless jumper game like doodlejump I worked on a few months back.

    (Had stuff going on in meantime, now I'm free to work on it)

    Art is mostly done for it, I just need help programming some of the mechanics/features I've not done yet and clean up/change/make better the existing stuff I've programmed in already.

    Preferably would like someone with experience releasing on Android (Using cocoon or some other method is okay)

    Have a budget of around $150 at the moment, but $50ish of that I hope will be going towards sound/music.

    I think it is a relatively small job as alot of the game is already done.

    Hoping to have it released by xmas as a free to play game with small adverts during menus; So willing to talk percentages from ad revenue too.

    PM me here or email me at discmachypl@googlemail.com

  • Game design-wise you could put in a "feature" that the tree doesn't grow unless its been visited within a 3-6 hour time frame. So maybe people could cheat the system, but it is alot of hassle.

    Everyday do a date+time check, so if date/time ever becomes earlier than what has previously been set you can impose a punishment, like stunting the trees growth for a short while.

    The new android star wars game has a similar feature where the game stops making money for you if you don't visit back every 6 or so hours.

    (The stock in the shops runs out, until you load up game and manually re-stock the shops.)

  • Removed artwork