evillair's Forum Posts

  • I have a simple free game on Itch.io made with Construct 2.

    https://fossilfish.itch.io/e-vade

    Thank!

  • Hi, no one knows how? has anyone tried it?

  • Hi, I've been searching google and the forums for the past few days and I can't get my game to work from vs2015.

    I can't fix the ""10.0.10240.0" is not a supported value for TargetPlatformVersion" error.

    I've tried different values I found in random forums and google searches but nothing works.

    I have the latest windows 10 sdk (10.0.15063.468). I tried using those values but that didn't work either.

    Has anyone managed to get it to work?

  • I would just use the set player vector.x (- or +) the amount you want to push the player.

    I would use 'on collision' so it only triggers once, or the way you have it may work.

  • I know how to make a bars with the values etc, but I'm not sure how to approach this.

    Having the green when the compared value is greater and red when the compared value is less then.

    Thanks in advance.

  • Hi, has anyone tried it? If so could you give me some feedback please? I'd appreciate it.

  • Hey guys,

    I decided to start a devlog to get feedback on the game I'm working on; Infinity Sector (working title).

    It's a RTS space game that has a tactical pause to plan out attacks. There's also a slow motion mode.

    It's highly inspired by the game Distant Star Revenant Fleet. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Right now I have the bare minimum on the game made, but I wanted to get some feedback on what I have now before I start adding other things.

    There's only 1 playable ship and only have 3 enemies ships so far.

    The weapons and ship upgrades are limited to 4 currently.

    The game is endless and each level is randomly generated, you start off with some store points you need to capture to level up your weapons and ship and then get to the exit for a boss fight. You can get to the exit without capturing any stores but you will be weaker to fight the boss.

    The enemies and boss get harder each level.

    You get credits (to level up your weapons) and supplies (to level up your ship) from capturing stores and getting to the next level.

    I'd love to hear opinions on game balancing and any other comments you may have.

    Please keep in mind this is really early and a lot of art are still placeholder and there's no sounds besides the main menu.

    There's also a few known bugs like the game doesn't pause when you click the menu button while ingame, you need to pause before clicking it.

    Here's some images:

    (edit added ship images)

    Check the first screen for controls.

    Here's the URL of the game:

    http://evillair.net/infinitysector_pre-alpha/

    Thanks in advance!

  • Ah ok thanks!

    Missile_1 is a sprite instance variable I keep the damage of each weapon in.

  • Ok, I see! Thanks!

    Can I also add another param(2) for the missile_1.dmg for events 409 and 410?

    edit: I saw a lot of tutorials on functions but they really didn't explain them with parameters.

  • Hi, I have a group of events I need to do many times and I only need to change a few parameters, I'd like to know how to make this into a function with parameters, I can't seem to grasp it. I'm thinking this can be done?

    I highlighted in blue the things that will need to change in the function.

    Thanks in advance.

  • I reworked a bit of the code but I fixed it with a 'OR' statement for my weapons.

    Enemy is Picked
    or
    Enemy is closest[/code:cnm3v7ap]
    This way if there's a picked enemy it doesn't take into account one that is closest, and if there is no picked enemy it uses the closest one.
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  • I'll try and explain as clearly as I can, I've been running around in circles with this.

    I need to select 1 enemy ship to fire upon.

    Now that ship has to be either

    A) closest to the player

    or

    B) selected by the player selecting him.

    In all cases it needs to be visible.

    My issue comes when selecting a ship that is further away from the closest one that was selected in the code by clicking on him, I can't get it to become unselected, even though I'm making the bool set to false. I need to fix the closest to player statement somehow.

    I'm using 2 booleans on the enemy ship, one is 'selected' and the other 'closest'.

    I'm using the 'closest' bool to select the ship to fire upon.

    Hope that makes sense!

    thanks in advance

    Here's what I have but it's not working.

  • Yeah, I changed the weapon names to the correct ones now.

    Ah good idea about the weapon levels.

    Thanks!

  • Nice evillair looking quite interesting so far.

    Thank you

  • Hi, I'm not asking to fix what I have since it's not well made, but I'd like to hear some options on how to make this better?

    I'm using way too much code to make a simpler upgrade UI that there must be a better way.

    This is what I have right now and it's only to upgrade 3 weapons and health / shields.

    I'm needing to have to swap weapons and more stuff down the road and the way it is now it's going to be hell.

    My foundation of all this may just not be the right way to go aswell.

    Right now I have all my weapon stats in instance variable on a sprite for each weapon. Once I add more weapons for the player and enemy it's going to get complicated, I'm using the same weapons for the player as the enemies right now.

    The system I have now is this:

    The UI pops up and I set all the variables to a tmp variable incase they reset the changes.

    Once they accept (close the UI) I then set the tmp variables back to the spriet that the player uses.