JohnnySix's Forum Posts

  • Some things to add would be scaling, so helicopter is small on ground, large in the air.

    Also perhaps 'car' movement, and acceleration. The 8-direction thing feels odd.

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  • You could test by checking parity between the count of enemy animation sprites and enemy hitbox sprites, if there is a difference, test each for overlapping and if the hitbox is not overlapping an animation sprite at the same location , spawn one.

    Or just spawn/pin each time an enemy is created in a single event.

    It's still a little messy keeping track of things - I have some pinned stuff for debugging purposes in a game I'm working on and have to check the pin status of the animation sprites, and destroy them if the object they were pinned to was destroyed.

    Hopefully there'll be support soon with spriter integration for a generic hitbox for a character sprite.

  • How can I mute the music?

    I'm running out of letters.

    http://www.johnnysix.net/games/FollowTheLeader01w/

    Press "ESC" to toggle music.

  • Here's a demo of the latest gameplay from the version linked in the previous post.

    [TUBE]V_vPI6EokXs[/TUBE]

  • Okay, updated again, changed some layout stuff and I think I have managed to make the red player a little smarter, both with some level design changes and event tweaks.

    test it here:

    http://www.johnnysix.net/games/FollowTheLeader01v/

  • You could make an event sheet include that spawns / updates all the UI elements - it'd be a good half-way place, though a little more work setting up, as you'd position things with code rather than visually.

  • This'd be great for creating loop based music that could change mood, like how UT3 had. :)

  • As you're now using 3rd Party - Mipey's spritfont plug-in and this font would be cool :

    dafont.com/bienvenu.font

    I used it in mine for awesome 8-bit style.

    Can't wait to see the new levels.

    <img src="smileys/smiley4.gif" border="0" align="middle">

  • It runs on preview from Construct, but it looks like the JPG is invisible online.

  • DEMO

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

    CAPX http://www.johnnysix.net/games/zzasdfdasf/blarp.capx

    Someone can do it better- this was a quick fudge to show how you might do it. I didn't measure anything.

  • Thanks guys! :)

    cesisco Will work on some more puzzly things, the colour coded button thing seems to work okay now, though the conveyors tend to be a little glitchy. Hopefully that'll be fixed soon - am trying to make it as robust as possible, so only the player can kill the characters, not a bug. :D

    BTW - while it's still in dev, for those that didn't notice, there is mouse move - right click the blobs to move them around. Left click measures stuff. :D

    For those that haven't tried yet - here are some shots of the most recent additions :

    <img src="http://www.deviantart.com/download/324487281/wip_game_by_johnnysix-d5d6vzl.png" border="0" />

  • Okay, made some updates.

    Red avoids spikes.

    More gore.

    Slightly improved jumping behaviour for Red.

    More lives

    level reset on lives reaching 0

    WAYPOINTS - if you die, you return to a midpoint if you've passed it.

    Third level

    http://www.johnnysix.net/games/FollowTheLeader01s/

  • 1 - I was making them work like in Unreal Tournament - I used to make a ton of maps back in the day - I always found it more frustrating waiting for a lift to return - I may add small wait time at the top.

    2 - The AI shouldn't ( in the latest version ) do anything to intentionally kill itself, things like spikes/traps I may need to tweak the AI a little - the idea is you're supposed to help the blind red player avoid stuff , get collectibles and open the doors.

    It'd be a bit too easy if the red player simply spawned back where you are, though I may add checkpoints at a half-way mark, as going through the whole map again can take some time.

    Did you play through the latest version ( Ending in Q ) ?

  • It's in the march post - "that.capx"

    The Mouse Demo just has both capx combined.