Ethan's Forum Posts

  • I don't have an android device so can't play but i think you did a good job with the graphics.

    Also I thought you could't use "Candy" in the name anymore after King trademarked it?

  • I'd be willing to pay extra for native support. Some people here have bashed Clickteam for charging for exporters but to a professional getting a game on a platform can pay for that initial investment many times over.

  • It's a valid question, to avoid death you should update regually.

  • Thanks guy's for the kind words.

    thanks for the link, much appreciated. I can certainly see what you mean, that artist is great, but i've had a commission lined up on deviant art for some time. All i will say is that the game is going to look amazing.

    Windwalker glad it's working ok. Most of the engine is done now, just going to update the score and enemy health interface, finish coding the map screen and add save / load ability, then update graphics and fx, and start designing the levels. Have to start thinking about music and sound too, but will probably leave that until last.

  • Completed work on the player special abilities.

    The first 2 you collect by popping the corresponding power up bubble.

    Special attack which shoots a line of fire popping any bubbles it hits. Good for when bubbles are about to reach the bottom of screen and end the game.

    Rewinds game to the time before you fired the last bubble. Good for when you miss a critical shot so you can have another go. You can rewind all the way back to the start of the level if you have collected enough.

    The third special ability you get by automatically collecting the fallen bubbles. When you collect 10 you get 1 power up. Still to code this attack.

    Also coded a new hazard type which will randomly drain 1 of the available power ups if hit.

    Latest test game can be played here. https://dl.dropboxusercontent.com/u/159885981/pb12/index.html

    Right click to scroll through available special abilities, left click to activate it, or keep right clicking to return to normal firing mode.

  • Logins still broken.

  • Founded on Reddit:

    "I personally love MMF2 but unfortunately ran into heavy performance snags whenever I exported to Android. Things that just simply shouldn't happen like having more than 10 objects move at one time causing frame stutter. I was spending more time debugging and working around its limitations than producing so I had to switch. Still I highly recommend it for prototyping and or PC development."

    "Thanks! One or two of Construct creators used to be pretty involved with MMF2, and I guess they had enough of the limitations and bugs and did something about it. They're both very similar in terms of event scripting though, and both have their ups and downs."

    "That would be Ashley Cullen, or Tigerworks as he was known back then. He had an RTS game made in MMF2 (Terminal Orbit) in the works for a few years, but it was never released. I remember he started developing plugins to help in the creation of it, which I guess is what led him to start Construct."

    http://www.create-games.com/project.asp?id=89

    I was referring to MMF3 not 2, which is apparently a complete rewrite. My statement was also based on a presumption that the software is as good as it sounds, whether Clickteam have actually learned from their past mistakes is yet to be seem, but there is a lot of new blood working for them now so who knows. I do get the feeling though that Ashley has more of an imagination and understands better the needs of a game developer in terms of editor features etc.

  • I personally think Scirra might be in a bit of trouble when Clickteam releases MMF3. From what i understand it's feature set will match Constructs, it's editor runs on multiple operating systems, and it has native exporters. If it's as good as it sounds, for a serious developer i can't imagine a reason to use Construct over it.

    The only downside i can see is Clickteam's reliant on community support, their slow bug fix's and lack of communication in general. I do like the frequency of Scirra updates.

  • That was great thanks.

    Definitely a lesson in how not to make games.

  • I'm afraid i have to agree. It feels to me more like an exercise in Tom's coding skills than anything else.

  • I know it's on the list, but can you prioritise fixing the login issues?

    I come to the site i'm logged out, i click my alert it logs me out, i click a topic it logs me out. sigh.

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  • I haven't had the opportunity to work on the game since i posted the last update except a few days last week when i added the start of some player special abilities.

    The silhouettes will be the player hero character eventually. They can be accessed my right clicking the mouse.

    I've done 2 so far, one sends out a wall of fire to destroy any bubble they hit, the second rewinds time so you can take the shot again if you miss.

    The bubble matching is done with a flood fill using an invisible sprite to check surrounding bubbles. Different states are set depending on how many are counted. 3 or more and they pop. If there are no bubbles then they fall. I use a lot of functions so i can call various checks when i want, which makes adding effects and power ups much easier.

  • Everything about this game looks amazing.

    Ulysses 31 was my favourite cartoon growing up, i feel sorry for the kids of today who don't have anything like these classics to watch.

  • How long is a piece of string?

  • This is awesome, love steampunk.