Hasuak's Forum Posts

  • Sounds alright, but I'm not using angles for my character. Only mirroring and animated transitions.

  • This is great! I'd like to see a tool that changes the hue rather than colorizes the entire sprite with a single colors. I bet it wouldn't be that hard.

  • This time I got a quite simple question. How do I flip particles when character is mirrored? I tried turning the particle 180 degrees instantly after it is spawned, but it doesn't seem to work.

    There isn't any mirroring actions so I belive mirroring the effect and its graphics isn't an option. That doesn't matter because I just want the effect to turn around and move into opposite direction.

  • This really reminds me of the Mecha Drago from Mother 3 game :D Also nice going. Good to see other 3D modellers around here.

    <img src="http://i.ytimg.com/vi/eO8mMnOjbD0/0.jpg" border="0" />

  • 'Ello dere.

    I'm working on a still nameless beat-em-up inspired from cheesy and over-the-top things ranging from the classic japanese cartoon Hokuto No Ken, Bruce Lee's stuff, Street Fighter series and even Max Max. It's based in a dystopian future where countries have fallen in ruin and the world is run by gangs and controlled with fear. Player takes control of a mysterious martial arts master whose motives are first kept a secret. As player advances, the story is revealed piece by piece. Still the story is not my main aim, but giving players a fast-paced, difficult and extremely over-the-top and brutal experience in spirit of classic arcade beat-em-up games.

    So far I've planned to keep the game difficult yet balanced and fair. Player must focus on quickly dropping and easily regenerated stamina bar that's used for basically anything except the main "mash push button to combo"-action. I've thought about giving player a chance to choose about three special skills in the beginning of every level. They range from stamina and even health draining strikes that pierce the entire battlefield to passive powers that keep you stronger or health regenerating meditative skills.

    Now before I truly start working on the gameplay and technical stuff, I'd like to hear your ideas or wishes what you'd like to see in the game. Keep in mind that I'm working on Scirra 2, so browser games can't have just anything because I want the game to work smoothly on all kinds of systems.

    I'm also a 3D-artist and a self-taught animator so all the graphics will be pre-rendered with stylized looks. If this catches enough attention, I might start posting some of my graphics here. Oh, and while I'm at it, check out my deviantart: hasuak.deviantart.com

    Thanks for reading my post and reply if you got anything. Remember that the more over-the-top yet gameplay-wise balanced your idea is, the better. Go wild! <img src="smileys/smiley36.gif" border="0" align="middle" />

    (Oh, and sorry for some typos and grammar errors. I'm from Finland.)

  • I'm not sure if I understood right, but I think you need to apply specific mass for the physics object to make it lighter. I don't think any physics engine calculates the mass from object's scale.

  • Sorry for late answer, but I don't get your example. Could you make it more simple, or explain it better? Sorry for being a bother, but I'm really out of ideas here.

  • Hi there. I've found a problem that I can't seem to fix.

    Is it possible to tune volume/force game to play the sound only once when it happens to be triggered multiple times simultaneously? As for example, my fighting game is about beating up masses of enemies. When player punches a group of enemies, the sound of hitting every enemy plays at the same time causing serious crackling noise.

    I've thought about making some minor delay before the sound so the engine gets time to count and "filter" some sounds off, but haven't done it yet.

    Any better ideas?

  • I'm planning on making a simple health bar that changes scale according to player's health. How can I make it to be at full length when player's health is 100 and completely invisible at 0? Also it should update smoothly, so some lerp(?) stuff should be there too. I'm really at loss with the expressions and whatnot.

    Thanks in advance.

  • Hello there.

    I'm trying to make a fog-like effect on screen and can't find any tool to make a scrolling texture. Should I make a frame-by-frame animation for it or is there any other ways to get it done?

  • I'm working on very unpredicrable AI for my enemy characters and want them to act randomly in different situations. Simply put, I want to make the enemy to either attack or take few steps backwards when they get close to player. I can make them do that with 50/50 chance by giving them command to randomly jump into states 1 and 2 with "Random(1,2)" command.

    Now I'm wondering how should change the chances between those two, making the jump into state 1 to have 75% percent chance and state 2 to 25%?

    I know this is kinda difficult to explain, and I can't really upload a .capx because the project is so full of things it would take way too long to cut everything unnecessary out.

    I hope someone can help me with this :)

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  • Thanks, both of you! The information was really helpful. I finally can create some a bit smarter enemies with this.

  • Hello,

    I'm working on a platformer game and started working on AI for enemies. I want a certain characters only act when player gets near them. I know this has something to do with the Distance expression but I'm not really sure how to use it. What condition should I use? What kind of code does it need?

  • Hah, thanks. That was more simple than I expected. But how can I transfer the health back to the newly spawned enemy after the bouncing? These enemies come in packs so I can't make the health transfer for the entire type.

    I'll try something tonight, but any help could be appreciated.

  • Hello!

    I'm working on a sidescroller beat em up and just got some basics done with the enemies. Now I'm planning on doing some 'kickback' effects on them, like when player punches enemy hard enough to make them fly backwards, hit the wall and bounce off it.

    What would be the most efficient way to make the enemy turn into sort of physics object, bounce around and then turn back to static after stopping?

    Thanks in advance.