Emperor Ing's Forum Posts

  • Sorry to bump an old topic, but I don't feel like making a new topic for such a simple question.

    I gave my (first batch of) enemies both custom movement and bullet behavior- mainly, I want them to float back and forth. There are two types right now: one that goes side to side and another that goes up and down. When they collide with the EnemyBouncer object (or rather, the Bouncer Attribute, they're supposed to change directions by 180 degrees.

    This is what I got

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/EnemyMovementProblem.jpg">

    http://i417.photobucket.com/albums/pp25 ... roblem.jpg

    Link because the forum isn't showing the whole image;

    (didn't update it to say "collision with Bouncer")

    However, when the enemy runs into the EnemyBouncer object, it just wiggles there. My guess is that it is constantly changing its angle. This is probably because I have the conditions for movement set to specific directions, as opposed to a different approach.

    I gave up on Bullet behavior because I couldn't find a way to set the direction of the enemies, so I'm trying this instead.

    As my post alludes to, I'm trying to do this:

    1) set up enemy movement in two ways: side to side and up and down

    2) change enemy direction (not angle) when colliding with the Bouncer attribute

    Many thanks to those who can help. I did look up topics about the bullet behavior earlier today, but they proved less than helpful.

  • If real, do want.

  • That's good to hear: a forum I mod at had a problem with spambots- I think that some ruskie was able to crack the latest captcha (since a lot of the bots were Russian), and a lot of forums were hit.

    You're safe.... FOR NOW!!!!

  • I love Construct too, but there's always stuff like RPG maker (for traditional RPGs) and the language that uses (Ruby) is honestly not all that difficult to figure out (plus all the open-source codes out there that you can literally copy-paste into your stuff).

    If you just want to jump right into it, I'd suggest using programs like that instead, but however, like everyone here has been saying, it CAN be done in Construct, but it's a daunting and difficult task. That's why all of my construct projects have essentially been 2D platformers- because those are, for all intents and purposes, simple.

    Simplicity is key- no one knows how to do everything they want with their program of choice when they start out.

    like tulamide said, it certainly CAN be done, but if you're just starting out or want the process sped up, there are other options (like RPG toolmaker and RPG maker, etc).

  • Clever way to get your math homework done, isn't it.

  • I'll admit I've only been using it since last May, but I dig it pretty hard.

    The more I learn how to use it the more I come to appreciate a lot of the really neat features, add-ons, etc. and how cool they are.

  • A pretty newbish question, but I don't see any button anywhere or option in the array paste thing to load or add the .map file.

    So, how do I do that?

    I love the map editor, though. It's functional and works well, and would make making a tile-based RPG a whole lot easier than CTRL-clicking the tiles you wanted (at least for a guy like me who knows nothing about arrays etc).

  • Care to share your results?

  • Now now, no need to rush. Just take your time ironing out the kinks and have fun being creative!

  • Adding music should be easy enough. I believe the tutorials page on the wiki has a link for an "adding sound effects plus music" tutorial. Plus, the "Verve! A game of skill!" topic has instructions on how to do just that.

    I played it, and I thought it wasn't too shabby. It's short and to the point, and while I could have stood to see some different levels, I liked how the challenges were always different. I wish you would have used the gravity changers more- those were pretty neat.

    Some things DO need to be addressed should you ever release a version 2 or something:

    -There is absolutely no point in having the "how to control the game" node so far away from the player, who (by the time he or she has reached the node) already figured out how to jump. Players need to know how to control from the get-go, and there was an awkward period when I started the game where I kept on pressing buttons to figure out how to jump.

    -If there is going to be one maneuver, jump, then I think it should be the space bar. Just a preference of mine, since it kinda makes things simpler (and on some computers if you repeatedly press shift the computer makes a nasty noise and a pop-up shows up asking you some technical jargon)

    -I think the bunny hop thing is kinda superfluous; it doesn't really need to be there. You can just uncheck that box on the Construct application page, under properties>>"Allow bunny hop"

    -Most importantly, some of your levels rely on you finding secret passages. While this is a good idea in and of itself, I think there is a serious design flaw in play when the player is completely and utterly clueless on how to proceed, relying on trial and error.

    Take for instance, the "that spike looks weird" level. I had no clue what that meant, so I repeatedly rammed into every available spike until I found the solution. I think there should be a graphical cue to nudge the player in the right direction: maybe a slightly different appearance or some off-coloring, or something. I mean, the text itself wasn't even close to the spike in question; I kept on experimenting on the wrong set of spikes till I finally gave up and tried EVERY one of them till I found the one.

    So mainly, I think that graphical cues are important to find out secret passages and what-not, because without out it, it turns into "let's ram into every tile to see if it works this time" which is anything but fun.

    Now, on the positive side, I like the graphics used, and I like the simplistic concept. As stated earlier, I liked the increasing complexity of the levels (though some of the levels where you just placed one orb close to a spike were a let-down, considering the cool levels that happened prior to that); some of the mechanics (like the blue orbs and the gravity machines) were pretty cool and unique.

    A lot of the mistakes here are what I'd call beginner mistakes, but the good thing about beginner mistakes is that they often can be easily rectified as the maker grows in skill and knowledge. I think if you ever do plan to release an updated version of this game, you should focus hard on removing the superfluous and unneeded aspects of the game, and focus on the fun bits. There is a good core here, it just needs a lot of polishing.

  • Now, I didn't look at the .cap yet, but sometimes it's good to rename all of your layouts into the names you want (eg "Level 1", "Level 2", etc), and then in your events, you "Go to layout event" something like

    "Go to 'Level 5' with transition 'None' lasting blah blah"

    Instead of saying something like "Go to layout 2 with trans blah blah"

    So now that I looked at your cap, you should be able to be fine if you have the event read, say, for level 2:

    On left-clicked on LV2:

    --->Go to layout "(3) Terre nuit" with transition "None" lasting 0 ms

    Try that.

  • Bear in mind that regular, generic people are rather dumb and easy to control.

    <img src="http://jonahhaas.files.wordpress.com/2010/08/maug1.jpg">

    PEOPLE..... WITHOUT HOPE...... ARE EASY TO CONTROL......

    AND THAT CONTROL...... IS TRUE POWER!

  • Even though I've used sounds and music before, the AppPath thing still confuses me from time to time.

    IE, i forget what it means.

    Does AppPath mean something like:

    Game\Music & "Cool Jams.wav"?

  • This man has only made three posts but they are probably the three best game ideas this forum has ever had.

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  • I smell a blockbuster!