Geo's Forum Posts

  • Bullet behavior for monster.

    8 direction behavior for player.

    Every X seconds (or every tick - depending probably on how fast the monster moves relative to the player) change his direction to face the player.

    Like this:

    img138.imageshack.us/img138/9416/followb.png

  • I can only confirm what people said before me <img src="smileys/smiley1.gif" border="0" align="middle" />, graphics look good to me, but couldn't figure out the attack system. I tried to kill the enemy but failed, couldn't get past him. He seemed to die, then he would explode(?) and kill me too.

    I don't think the attack system itself is a problem, just its steep learning curve. I would say, try making a tutorial. First level you have to jump over some hole using cat jump, and guide the player how to do it as explicitly as possible and in as few words as possible - I found that players tend to ignore long text, best to keep it simple. No, VERY simple. Then next level practice the basic attack, then the "multiplied" attack etc.

    I didn't notice any slowness either, constant 60 fps as far as I could tell.

    Die on one hit is not good, people these days don't seem to have the patience they (we <img src="smileys/smiley4.gif" border="0" align="middle" />) when we played video games 20 years ago. If they can't figure out a game EASILY, they move to the next.

    Also what I noticed is that people like to have a story of sorts going on, like who's this Froghead and why does he do what he does? And why does he look like a cat with a frog head?

    HTH, and nice work!

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  • This game is great for kids, if my kid was older I'd definitely have him play this one. I'm a grown-up and still find it a addictive

    <img src="smileys/smiley1.gif" border="0" align="middle" />

    The music is hard to find, let us know how it works out for you (I think the current music is just fine btw).

    Some general feedback related to your site - it seems to be quite slow for me.

    One question: do you plan on monetizing the site, stories, games etc?

  • anthonykojima Thanks! I'm not working on anything else atm (except job and family lol), trying to keep my projects small so that they get done. I have an idea for a Jumping Jack (the Spectrum game) clone I would like to create, but can't decide on the proper implementation.

    GenkiGenga, Epox Thanks <img src="smileys/smiley1.gif" border="0" align="middle" /> I'll let you know when I publish the next one.

  • Hey guys, quick update, next episode is out, check it out <img src="smileys/smiley1.gif" border="0" align="middle">

    GenkiGenga Thanks, Added movement for enemy ships, ground rocket launchers, made the game a bit harder - I think you'll enjoy this episode more. And of course, the story continues...

    Epox - thanks, but I didn't have time to polish it. My graphics artist skills need some sharpening, polishing takes me too long time, I prefer to make one more game at this point in time. I guess I'm not at that phase yet, I feel I need to build stronger foundation and get more experience before moving to polishing. But I'll get there for sure, probably not with the Ka-Boom Boom Boom series, but with a separate project.

    Cheers!

  • Hey guys,

    I can think of a few ideas, but none of them are very elegant, to solve the issue I'm having.

    I'm trying to create a Jumping Jack game like in this movie:

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    Is there an easy or elegant way to achieve this effect in C2? How would you go about this? I'm talking about moving holes.

    Thanks.

  • Thanks GenkiGenga and

    Yes good idea, I think I'll make the enemies move up and down a bit in the next episode.

    The asteroids aren't moving, I thought about making them slowly move but dropped it for the same reason as above.

    I don't have Photoshop unfortunately but yes, the gradients look good, I might try to "copy" them.

    Most graphics (all but the "exit gate" and the buttons actually) are from the Scirra bundle he he.

    Thanks again for the feedback!

  • It's OFFICIAL friends, Ka-Boom Boom Boom is now a TRILOGY. I just published episode 3, another masterpiece <img src="smileys/smiley17.gif" border="0" align="middle">

    Easy gameplay, extremely motivating story line (hell, it's almost an RPG <img src="smileys/smiley17.gif" border="0" align="middle">)

    Check out Episode 3!

    Mentioning a few people who said they liked the first or second part, GenkiGenga, simwhi, anthonykojima - hope you guys like this one too, it's the same general style ("quickie" category, funny dialogues etc).

    Cheers!

  • I am 99% sure I found a bug, but can't isolate the repro easily and would have to post a big capx. If I get some time later or these days I'll start removing stuff one by one and then take it from there. But the jist of it is this:

    <img src="http://img685.imageshack.us/img685/4742/bugspawnpick.jpg" border="0" />

    To my understanding the disabled line (Spawn) should be equivalent to to the System.Create. However, if I disable the Create and enable the Spawn, the Set bullet angle of motion does not work on the created rocket.

    It took me a while to come up with the workaround, please let me know if you have any idea why it wouldn't work with Spawn.

    As I said, I cannot repro this on a clean capx.

  • I'm using it in my games (as shown above) so yes it's useful, at least for me <img src="smileys/smiley1.gif" border="0" align="middle" />.

    For example if you have a vertical shooter where your ship goes up and the scenery and enemies etc go down. There's a "tall" layout, and the player fires some bullets up. Those bullets can potentially go all the way up and kill the boss which is like 5 screens up and the player has not reached him yet. I would like the bullets to be destroyed outside screen (and I destroy them as shown above).

    I know what the "Destroy outside layout" was designed for and I agree it is useful in many circumstances.

    Geo

  • I mean, destroy outside "view" window. Like:

    Every tick

    (inverted)Sprite->Is on screen

           :Sprite-Destroy

  • I can emulate the Destroy outside screen behavior easily enough, but it would be nice to have an official behavior (while you're in the "small but many enhancements" phase - or is that phase over?) <img src="smileys/smiley1.gif" border="0" align="middle" />

    Cheers!

  • If

    a) I have a lot of object types (enough so that I need to scroll down a few pages to see them all), and then

    b) I create a folder to organize my object types, and then

    c) I try to drag the last object type to the folder (which is on top), THEN:

    * I cannot do that because the folder is at the top, my object type is at the bottom, and the control doesn't scroll (like Windows Explorer does)

    The workaround is to rename it so that it goes closer to the top, place it in the folder, then rename it back.

  • Hey guys,

    If this was asked before, I couldn't find it.

    Quick question: does the "Spawn another object" action pick that object? If not, why not? (seems to me it's not picking it, and the manual says nothing about it)

    Thanks!

  • 67 mb   516x516

    /2

    33 mb   256x256

    /2

    17 mb   128x128

    I think you should divide by 4 instead of 2 when you half the image size (4 times less pixels).

    BTW very nice graphics, how long did it take you to create the sword animation with 16 frames you have going in your post?