JohnnySix's Forum Posts

  • Also - you can use the clamp function to ensure that the X or Y pos doesn't go outside of certain bounds, if the grey area is simply a visual thing , and it won't be colliding with other stuff in the middle.

    Like

    http://www.johnnysix.net/games/dodgethegrey/

    http://www.johnnysix.net/games/dodgethegrey/dodgethat.capx

  • You can test if it's overlapping the wall, then make it do something based on that.

    Player > Is overlapping Wall

    • ------------------------- Player Set Bullet Speed 0

    ?

    Added a demo and CAPX

    http://www.johnnysix.net/games/dodgetheballs/

    http://www.johnnysix.net/games/dodgetheballs/dodgethis.capx

  • If 2 hours is a ton lol! <img src="smileys/smiley17.gif" border="0" align="middle" />

    I like your team name haha. I commented on the post.

    adagar - meant to ask, how did you do the link? I had to do mine as a download instead. :(

  • No worries! I just played through, I love what you did with the fonts, the game is looking really polished now.

    Can't wait to try the new levels!

  • > Though it's possible to spoof it, something that would be useful for static objects like tilesets, would be a sprite-like object without animation. So instead of an animation properties box, you had an image preview and buttons to scroll the usable tiles.

    >

    > <img src="http://www.johnnysix.net/games/tileset.png" border="0" />

    >

    > Something like this would be pretty awesome for workflow, as a quick preview and quick switching would be a lot quicker than changing frames.

    You can just make an object with many frames and change the initial frame on the canvas, it update the image to the currently frame.

    This is what I am doing, with several tilesets of 50+ images, look closer at the image, you'll see what I mean.

    Instead of changing frames by changing the initial frame number, a button to scroll through, with a preview would be a lot nicer, or even on the object itself, middlewheel scroll to scrub through up and down through the frames.

    <img src="smileys/smiley36.gif" border="0" align="middle" />

  • I had to go to work, I don't think they'd appreciate me taking a day off haha.

  • So, insomnia got me, here's a rather unfinished entry. I spent more time on the pixles than the actual game mechanics, but meh- it sorta works.

    Smash flowers with your face using spacebar.

    http://www.johnnysix.net/games/SuperSnailAdventureTime/

    <img src="http://www.johnnysix.net/games/SuperSnailAdventureTime/previewsnail.png" border="0">

    I started making this after redrazor11 posted his, I wish I had remembered sooner haha.

    The entry is here - if there's voting or something, hmm

    adventuretimegamejam.com/submissions/23-snail-of-doom

  • Man I entered this but forgot the time- didn't know it was a 48h one either.

    Interseting concept, controls are RSI inducing through haha, and the the pits are infuiating once you're stuck in them as you can't get enough lateral inertia to get out.

    Best of luck though!

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  • Though it's possible to spoof it, something that would be useful for static objects like tilesets, would be a sprite-like object without animation. So instead of an animation properties box, you had an image preview and buttons to scroll the usable tiles.

    <img src="http://www.johnnysix.net/games/tileset.png" border="0" />

    Something like this would be pretty awesome for workflow, as a quick preview and quick switching would be a lot quicker than changing frames.

  • Made a whole bunch of new art and fixed up the difficulty on some of the levels.

    Lazers are more reliable now.

    I just need to figure out how to disable sound when stuff is offscreen!

    Screenshot doesn't quite show the madness - you'll need to try for yourself.

    <img src="http://www.johnnysix.net/games/fl01.png" border="0">

    Here's the link.

    http://www.johnnysix.net/games/FollowMe15/

  • Love the graphics - would look good fullscreen, as in blown up 2x leaving the pixelated look - at the moment it's a little hard to see what's going on.

    Also - for people not getting past the start screen, you need to use Z and X , and cursors to move.   <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Updated : http://www.johnnysix.net/games/FollowMe13/

    Added Lazers, though they're a bit buggy at the moment, they mostly work, I'm just having trouble controlling the timing/animations so it's easy to read when they're going to fire. :D

    There's a charging, loaded and firing animation for each, with a warm-up and wait time that can be tweaked, but I need to tweak them a lot.

    Pic :

    <img src="http://www.johnnysix.net/games/preview93.jpg" border="0">

  • I was trying to avoid using too many invisible markers, but I just used an invisible marker haha.

    The problem was that the belts were also in the 'floor' family, but due to AI events using the floor family, it was easier just to use a waypoint than figure some convoluted work-around to compensate for the AI needs.

  • Hmm, it's a little odd - but the for-each was to make sure it was applied to both characters.

    Without it, the effect was not applied if two characters were overlapping the conveyor.

  • Thanks for playing! Ashley got a handle on the bug so the error won't appear next beta.

    Working on some more gameplay elements, stuff like lazers, water and other things to keep it interesting.