Ethan's Forum Posts

  • Not much free time at the moment but hoping to finish the coding soon so i can work on the graphics and finish this project.

    Any way a small update.

    Fixed the enemy health bar so it works better now and added a small effect to it.

    <img src="https://dl.dropboxusercontent.com/u/159885981/pb10/PB10_enemyhealth.gif" border="0">

    Changed the top gui slightly by moving the level title over and adding a count down timer which tells player when rows are about to drop.

    <img src="https://dl.dropboxusercontent.com/u/159885981/pb10/PB10_roofDropTimer.gif" border="0">

    Fixed an annoying bug where enemy sometimes picked up 2 bubbles at once, and add a counter to show how long ball swapper hazard lasts.

    <img src="https://dl.dropboxusercontent.com/u/159885981/pb10/PB10_swapper.gif" border="0">

    Finally added score gui above enemy.

    <img src="https://dl.dropboxusercontent.com/u/159885981/pb10/PB10_score2.gif" border="0">

    And i've had a play about with adding the player character. It's supposed to be a guy hitting the monsters with a sword.

    <img src="https://dl.dropboxusercontent.com/u/159885981/pb10/PB10_swordman.gif" border="0">

    The Whole thing looks pretty rough, you have to use a fair bit of imagination at the moment about how it could look with good graphics and sound.

    <img src="https://dl.dropboxusercontent.com/u/159885981/pb10/Screen%20Shot%202013-11-15%20at%2019.54.45.png" border="0">

    You can try the latest test HERE. Be aware that if you right click the mouse during the game and you win the round it will activate the map screen which i started working on but it's not complete so you will need to refresh the browser to start the game again.

  • Hi, I'm on holiday at the moment, maybe when I get back home.

  • Another incredible success story.

    graphics look great as ever, though the sand dunes look a bit out of place to me. Perhaps icebergs poking out of water?

  • Katala thanks for the feedback.

    Yeah level 6 is pretty much impossible to win at the moment, i think i did it once.

    The drop timer (thats the number of shots you have before the bubbles drop down a row) is set to 0 on that level. I havant really done any work on them since i first started making the game, they are really just test levels at the moment.

    Everything's coded now though, i just need time to work on devising them which i'll be doing once i get the world map stuff finished.

    I'll update the first post as suggested.

  • Added enemy health bar.

    It works by working out the percentage of the level completion based on how many bubbles are left to destroy. Add bubbles and it's health goes up, destroy bubbles and the health goes down. 0 health is no bubbles so level complete.

    <img src="https://dl.dropboxusercontent.com/u/159885981/pb9/PB9_enemyhealth.gif" border="0" />

    It's only a rough mockup at this stage, much like other aspects of the game. It needs new text and graphics.

  • Great work. Looks amazing.

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  • You should use caution when giving out information about yourself (age, sex, location) on a forum. You never know what peoples intentions are.

  • Added a level title to the game. (ignore the title text, i've just named the levels after fruit for now).

    <img src="https://dl.dropboxusercontent.com/u/159885981/pb8/PB%2A_level%20title.gif" border="0">

    I've also been thinking about the games theme. I've decided to go with a fantasy one. The bubbles will be different monsters, and the main character, currently the arrow, will be a monster hunter...or something.

    I've changed the bubble image. It also helps me visually track whats happening with animations, as for example their facial expression will change on collision with wall etc.

    <img src="https://dl.dropboxusercontent.com/u/159885981/pb8/pb8_monsters.png" border="0">

    I'm also working on a proper level structure. There will be 5 rounds to each level, with each new level introducing a new power up or hazard to the game. It will also feature different enemy and background graphics. You'll also be taken to a map screen at the end of the 5 round to track your progress through the game as is now standard in casual games.

    Current version can be player HERE.

  • Thanks thehen it means a lot coming from you.

  • Works gotten in the way again so i haven't had much time to work on this, but i did manage to add the "bubble throwing" character. It will be a different enemy each level.

    <img src="https://dl.dropboxusercontent.com/u/159885981/pb7/PB7_ballthrower.gif" border="0">

    You can play the latest version HERE.

  • Ashodin what resolution have you made the pc version, 1366 X 768?

  • It's usually referred to as "shadow casting". There are a number of examples on the forums if you search.

    Heres one. http://www.scirra.com/forum/capx-yet-another-shadow-caster_topic75045.html

  • You could use the "repeat" condition combined with another trigger condition, like

    variable = 1

    +

    repeat N times > create object.

    you could combine it with a sub event to create a different object depending on the loop index.

    variable = 1

    +

    repeat N times

    sub events>

    loopindex = 0 >create object type 1

    loopindex =1 >create object type 2

    etc.

  • Pantaloons, thanks for the encouragement.

  • I'm temporarily using the free sprite font by GeometriX to show scores.

    <img src="https://dl.dropboxusercontent.com/u/159885981/bubble6/PB6_grow.gif" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/159885981/bubble6/PB6_bomb.gif" border="0" />

    It's counts how many matches were made.

    <img src="https://dl.dropboxusercontent.com/u/159885981/bubble6/PB6_match3.gif" border="0" />

    And you get bonus points for difficult shots like rebounding off walls.

    <img src="https://dl.dropboxusercontent.com/u/159885981/bubble6/PB6_match10.gif" border="0" />