EpicRaid's Forum Posts

  • Hi!

    You probably are familiar with the endless runner games, except when I take a look at the sample capx from Scirra, I notice that this game doesn't let you control your player. So it's using a set speed with a set obstacle speed.

    Now I'm wanting the player (car) to be able to drive left and right, finish a stage and then have another stage spawn after it.

    Problem is... I can't figure out how to adapt the endless runner sample nor am I able to get some of my ideas to work. Since the layout width isn't endless, I have to come up with something that will relocate the player back to a starting point when it reaches an end point:

    ------StartPoint---------------------------------EndPoint-------

    And I would set the sprite (ground/stage) to a new random frame so it will create a new stage. The car and ground both have physics. Problem with the relocate idea is that it didn't 'remember' the speed it had at the endpoint. Upon relocation it would simply start at 0 speed again, I could use a solution for that!

    Or if anyone has any other ideas to get this done efficiently. Basically the player can drive forwards and backwards. So I was thinking either I need to fix the relocation issue OR the ground would need to move in opposite direction when driving forwards or backwards. Now I tried and asked some stuff about that but couldn't get it to work without some weird occurences (like ground sprites miraculously falling from the sky at certain point).

    Anyway, I'd like to thank anyway who might be able to help.

    • R
  • Hi, Rudi,

    Thanks for taking the time to play and post. You've given me some very useful feedback I think you're totally right about the mouse cursor in the map screen. Even though any click takes you to the next level it feels weird if you've got a cursor, then suddenly have no cursor.

    Yes! You can destroy the spawns. Remember that every time you hit with a bullet it charges up your gun. So if you take a second to destroy the spawns your gun will power up faster and the flying enemies and everything else will become a lot easier.

    The flying martians are very sensitive to seismic vibrations. Any walking will disturb them, so if you need a break to recharge your shields you can stop walking and they will stop coming after a few seconds. This trick doesn't work in the boss area though because the drilling machine is constantly shaking the ground.

    Thanks again

    Also, the name "Children of Apollo" is because the colonists on Mars that you are sent to rescue are the generation of space explorers after the Apollo Moon missions.

    Hi roguecore,

    Ah yes I couldn't remember if there was a tutorial, if there isn't one, maybe consider adding a quick one? Or to fit the retro style, how about you display a booklet/small guide that comes with games, on the screen that you can flip through? You know, with page numbers, a header and then a simple drawing with a few lines of subtext, displaying the tips you just gave.

    Because I was kinda clueless as to what to do in the game (though I guess that fits the theme because 80's games were tough as hell) but you know, you gotta compete with present days games which are often intuitive and easy to understand.

    I guess I also didn't have much patience to try out things in the demo, I'm one of those folks that like to jump right into a game and play without reading too much and learn 'as you go'. Perhaps also make the booklet available ingame (somewhere you can always access it), or display it just before the game starts.

    But hey, this is just an idea, feel free to do something with it or leave it at that. Anyway, good luck with the game!

    • R
  • Thanks! I thought it was a weird bug or something. Was totally clueless, thanks!

  • Hi,

    I'm not sure if this is a bug or something, but when starting a new project, I add some background and name some layers. Then I want to add another layer with a background below the layers I already had. So what do I do, I add the background (this case tiled background) to the layer, and move this layer all the way to the bottom of all the layers. What happens is that the tiled background is displayed behind the white layout.

    I've had this many times and it's super annoying. It also shows up white when previewing the layout in browser. The tiled background was still there and you can select and move it but it's like it's gotten 'behind' the layout layer.

    I'm running the latest Beta, but this also happened many versions before.

    • R
  • Wow, this looks really nice. Excellent job on the retro style, I really dig the old school TV style.

    It could be handy if you also enabled the mouse on the level select. I was a bit confused because in the menu you have a mouse, then you got no control and then you got control in the game again. But this is just something minor.

    I really dig the simplicity of the game, like I said lovin' the retro style. However one of the most annoying things is that the enemies are infinitely spawning! I didn't have time to target the spawn points of the enemies, presuming you can destoy them. Those flying creatures are terribly annoying, perhaps a bit too fast.

    The reason I quit after a few minutes is purely because I got frustrated dealing with these infinite enemies. Combine that with those annoying flying things.. I barely had time to explore and look around because I got swarmed (literally) by hordes of enemies. I thought that if I just kept moving they'd leave me alone but they didn't...

    I actually like the sounds as they are now, fits the retro style well. I also dig the game name, got no clue why it's called that way, but it sounds fitting nevertheless.

    • R
  • Hello,

    I was testing my game in Safari on my iPhone 5, but noticed the quality of the audio is very poor, even though it sounds perfectly crisp on my PC when previewing the game.

    Anyone any idea what is causing this? I did convert the sounds to low quality upon import, but I'm assuming it's using the converted sounds which sound just fine.

    I'm curious because of course I want to make a game that's got good quality audio.

    Thanks, regards

  • Nice game. You could improve a few things perhaps? Like show in text what the upgrades *do*?

    Also there's no 'go back to main menu' and can't remember if there was a tutoria/brief explanation (since I can't go back to main menu). Also resetting/starting a new game would be nice.

    Also I started with 6000 E. Not sure if intended but was able to immediately buy the most expensive car.

    I would also think using real car names should be avoided.

    Here's a list of publishers: (subscribe to show, not my site) https://www.truevalhalla.com/blog/list-of-html5-game-publishers-sponsors

    Other than that a nice game!

  • Thanks man! That works great. You know your way around Construct 2. And thanks for that tip. I wasn't sure when to use so I guess I overdid using the trigger once.

    • R
  • Hello,

    I downloaded the new version r246 a couple of hours ago and when I imported sounds and exported a project AVG anti virus started checking some files of Construct 2. This never happened to me before. Now I would just let it run and for the sound import it was all fine except when exporting to html5 website it got stuck scanning. So I had to go into task manager to close and restart Construct 2. I exported again and all is fine now though, but just a heads up.

    • R
  • Thanks for your help! Yeah only I was trying to have the planet rotate in the opposite direction of the rocket. Right now the planet rotates along with the rocket, rather than the opposite direction. Basically, there's an enemy base on the opposite side of the planet which you need to try to hit. I'm thinking the planet needs to rotate a few degrees extra though, in the opposite direction else you would only see the enemy base half it's size (in my idea I cut off the screen exactly half at the planet so you only see half of it all the time).

    Oh, and the planet immediately flips right around the time you launch. Not sure if you confused it with what I was trying to achieve.

    Thanks

  • No problem.

    You are very helpful. No I forgot to activate the 'extras' group, haha. The idea I had for this game was to play as a police car arresting bad guys. You'd have to drive through the traffic, avoiding cars and pedestrians while being in time to catch the criminals.

    To be honest with you though, I left the project/idea for what it was as it took some time before someone came with a solution for the traffic + I once again had a too large project scope! I always have loads of ideas that I want to implement and the scope of the game becomes too big. I pretty much finished the map, and a handful of cars and the pedestrians (all top down).

    Looking at the code from your example it might take some time for me to understand it all. I do want to get better at programming but I think I'll need to start making games that are less complicated and go from there.

    Oh yeah, I also had issues with the car movement (for the player controlled car) I just couldn't figure out how to program it so it would steer normally at higher speeds and it the car would always drive really fast backwards, simulating car behavior is tricky. So yeah lots of reasons for me to start with something else, something smaller.

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  • Hey tarek2, thanks so much! That traffic is actually pretty darn well done. The only thing left to improve could be to stop the cars from driving in 'pairs' since at one time, they'll end up waiting for eachother when giving way and they drive in pairs forever. Probably the issue is the wrap behavior, because it causes the two cars (pair) to continue as they were after having to give way.

    Did you originally create this capx one time for yourself?

    It might take some time for me to figure out how it's all done though, lol, I guess I'm still a beginner.

    Anyway, thanks again!!

  • Hello, I was wondering if it's possible to do this. I have an object which flies around a round planet, but I want the planet to go into the opposite direction relative to the object. The object is controlled by touch. So what I have is: Every tick > 'Planet' set angle toward Object.X, Object.Y. Now how can I make the Planet go the other way around relative to the Object?

    I've also got one more issue. When the Object is destroyed, the planet automatically returns to its original position. I don't know why it does that but it's nice. Now the issue is that it somehow it 'jumps' to around 225 degrees then jumps to its original position of 270 degrees again (sprite handle facing upwards). Any idea why it does that? I've got some pinned objects to the planet as well and they ofcourse also 'jump' so it looks kinda weird.

    Sample of what I have now: http://mediaconceptfactory.com/images/TestRocket.capx

  • Thanks, I will take a look as soon as I got some other issues solved for another game!!

  • donald Cela

    I'm also trying to make something similar. I originally used the code from the piggy shoot template, but wanted a swipe up instead.

    But I'm stuck at step 4 of your explanation. What do you mean y force vector? Perhaps you could enlighten us with a more code-shown explanation?

    Thanks!