jobel's Forum Posts

  • cool idea...will there be a hunger and/or cold meter? can you die in the game.. if so do you respawn?

    seems like you will need some sort of range of ways to make money.. stealing or begging.. or you could play an instrument or something...or collect bottle returns... shine shoes..

    and also for food there's dumpster diving, trash night scouting, restaurant scraps, soup kitchens..

    the homeless in LA are relieved from the cold unlike a lot of homeless on the northeast coast.. but still sleeping in the cold is almost a death sentence...

    sounds like an interesting setting for the game...

  • maybe instead of using bounce off solid, try on collision, then set the angle to where you want it to bounce...

  • awesome, looks great.. where are you looking to release this?

  • Also most calculations are not dt based, so this game most likely will run too fast on 120fps... or is there a 60fps cap in Construct 2/WebGL?

    no it's not capped...

    someone was having streaming issues when using dt though... I use it everywhere timing is important though.

  • the left one might be easier to pull off.. there's a lot more detail on the right one.. I personally like the right one better... can you post some background images to get a reference for other materials?

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  • wow.. cool.. a lot of work for only 6 months!

    here's the link..

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    Are you using spritefonts? if not you should.. some of the fonts you are using aren't great looking.. they look like Arial or something.. I'd make select a nice "fat" colorful font with a subtle outline color.. use BlackHornet's "Give Your Fonts Mono(spacing)"

    I agree the walk cycle could be smoother..

    good job so far.. lots of work!

  • oh haha.. doing it with a non-silloutted image doesn't only look bad.. it just doesn't work.. the very concept of it! okay.. good to know.. so I'm back to my 48 frames of rotation.. thanks anyways!

  • In case you want to know anyway, 3 very simple steps:

    1. All you need are two sprites. One from the side (Sprite1) facing west and one from top (Sprite2) facing west. I would recommend putting them in the same container.

    2. Store the height of each sprite in a variable on each sprite.

    3. On every tick:

    3a) Set the height of Sprite1 to cos(self.Angle) * self.originalheight

    3b) Set position of Sprite2 to Sprite1

    3c) Set angle of Sprite2 to the angle of Sprite1

    3d) Set the height of Sprite2 to sin(self.Angle) * self.originalheight

    You can use this solution with any behavior that modifies the angle of an object, nothing else is required.

    ahh very clever.. yeah that probably would not look good with a detailed sprite.. I will try it though

    Btw regarding similarities to luftrausers: I know it's similar now, but I spent a total of 3 Weekends + 2 days on it so far (the exact same amount of time I spent on Construct 2). I'm at the very beginning and learning Construct 2 at the same time. Walking a similar path along Luftrausers gives me guidance and when I'm happy with what I have _technically_ I'll implement more and more gameplay changes. In the end we all get inspirations from somewhere and have to take it from there to the place we envision. I understand that this looks very much like Luftrausers, but I also know that my vision is so much bigger than what I've achieved so far, so I'm not worried at all if I hear things like "This looks too close to Luftrausers" as I know what MY goal is

    I totally get what you are talking about..definitely a good way to learn. Honestly it just looks so polished and "finished" that thought this was your game. Even the color scheme is the almost the same Luftrausers. I didn't mean any offense, you just didn't mention Luftrausers at all. Even if it is your remake Luftrausers, that's totally cool too...I was just saying be careful when trying to sell it is all.

  • I'm curious how you go about you transition player animations: side view to top view.

    in my game I've been playing around with making the player do something like this but my problem is making it smooth, and when held in 1 direction it looks too much like an ordinary sprite. How many frames are you using there? how many animations?

  • yeah I'd be super careful.. it doesn't look just inspired by Luftrausers, it's almost identical looking (although I think yours is slightly better looking actually - it could easily be L2!) and it plays the same.. and has the same exact bullets, water mechanic and screen shaking behaviors etc..

    but cool reproduction.. so kudos for that..obviously not easy to do.. it looks amazing.

    EDIT: just read above that you planned to change it and that it was just a test to see what you could do... I was only saying incase you didn't see it.. I know how when working on something and are super close to it you don't really "see" it anymore..

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  • well... the uniform colors, football, running back and he licensed the name Beastmode... of course Beast Attack is not Beast Mode, but it's obviously referencing that. It's pretty borderline.. I'm sure an argument could be made that you are infringing on his "property" --although admittedly its a grey area, but maybe you are small enough it doesn't matter? I just know how crazy that whole Madden vs 2KSports was about licensing players likeness etc.. I'm no legal expert, just stood out to me...

  • haha.. I'm surprised you aren't having any licensing issues.. if it's legit then cool niche find! I should make a Tom Brady game..

  • looks great... I like the variation of things to shoot and the movements... cool! are you releasing it soon?

  • why is your game called 'bomb the base' when I can't bomb the base!?

    keep at it..

    needs more controls, more for the player to do rather than just avoid easy missiles...