Kuso's Forum Posts

  • Update!

    Thanks to the help from that thread of Dcrew: scirra.com/forum/c2enemy-line-of-sight_topic45095.html

    With this, the enemies now works correctly. When are in your line of sight, they starts to move to chase the player, and when the distance is so long, they stops.

    Now the walls are differents graphics (a few for now), that changes by level and type of enviroment.

    Now I go to find how the enemies blocking you and then attack you. The enemies with solid behavior makes weird effects with the pathfinding...

  • I reach to level 3 but is too late, I need sleep <img src="smileys/smiley2.gif" border="0" align="middle" />

    �Tomorrow I will try to go very far!

    No limit of attempts makes it "easier", but in that game, this is a good idea.

  • Hi all! I am new user of Construct 2, and I want to make good and fun games.

  • Nice game, great music! Fun and very difficult. <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Great! Makes me feel nostalgic about great games like Donkey Kong. Very good game, very fun... and very difficult!

    Great work!

  • Wow! Is very fun! These kind of games keep you in front to your monitor for hours. It likes mi so much. <img src="smileys/smiley4.gif" border="0" align="middle" />

    When I played, I find (I think) two bugs.

    • A few times, the chests are empty (I don?t know if that is right or is a bug)
    • Some times when you try to open a square, that not working, and need to open another square after. Then, try again and the square opens right.
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  • Yes, here:

    docs.google.com/file/d/0B2Mpc7S5XXNsS2ZyZXRyRW9pZWM/edit

    Sorry, but all the comments are in spanish <img src="smileys/smiley9.gif" border="0" align="middle" />

    Quick translation:

    • Muroder = wall north-east oriented
    • Muroizq = wall north-west oriented
    • Habitacion = number of room where the player is
    • Cambio = the key to change walls opacity
    • Mazmorra = number of dungeon
    • Entrada = wich stair you start when enter on a level
    • Pies = feet, the position of the character
  • Original Post:

    I'm trying to make a game like Diablo to discover new ways to create events and to test the pathfinding.

    The transparency of the walls works (almost) right, except some glitchs (do not know why). Now I'm "fighting" with the enemies, but is hard make works well. I've tried with 8-directions for the enemy go to the character position directly, but gets stuck on the walls. With pathfinding goes well, but when I have some enemies at same time, the pathfinding works... weird.

    Updated 03-07-2013:

    The last version of this "test game" is 0.17. If in the future I want to make a game like Diablo, that will be the start point. <img src="smileys/smiley2.gif" border="0" align="middle" />

    The game:

    googledrive.com/host/0B2Mpc7S5XXNsMV9KZXBucU4xeUk/index.html

    The .capx:

    docs.google.com/file/d/0B2Mpc7S5XXNsS2ZyZXRyRW9pZWM/edit

    -----

    Examples maked by myself to some thing of the game:

    Showing the position of walls and enemies than the Player position:

    docs.google.com/file/d/0B2Mpc7S5XXNsYnRPTVNGV20tNTA/edit

    Taking objects by IIDs:

    docs.google.com/file/d/0B2Mpc7S5XXNsS3d1cjlPdWotZTQ/edit

  • Very nice game! That games likes me so much!

    For directions of the pieces could be a good idea to implement controls that appear directly on the piece itself, as small arrows that appear on the edges of the piece when is selected.

    The controls at the bottom of the screen are a bit confusing and uncomfortable (to me).

  • Is a trick, I really made 2 "main characters": the car and a invisible arrow. The arrow have behavior "scroll to", and the car is always +100 pixels under the arrow not to remain always in the center of the screen, but a little lower.

    <img src="http://i46.tinypic.com/11v06lc.jpg" border="0" />

  • Like Palkost say, you can make a sprite named "weapon" and inside, all the weapons animations (swordstand, swordattacking, axestand, axeattacking, etc). With events, you can call the animations when the main character have a weapon in his hands.

    For example:

    If hero.weapon = 1 -> weapon set animation "swordstand"

    If hero.weapon = 2 -> weapon set animation "axestand"

    Of that form, you only have 1 sprite and not need destroy and create a weapon sprite every time the hero gets a new weapon.

  • Thanks!

    The music is from "Revenge of Shinobi", game for Mega Drive (I use "Gens" emulator, with that I can save the music and fx from games in WAV format, very useful!).

  • Very good ideas. The first game, the walking cup, likes me so much, very original character. Continue with it! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi! I was learning some things about arrays and scrolling, and finally I create this simple game. Enjoy it! <img src="smileys/smiley2.gif" border="0" align="middle" />

    googledrive.com/host/0B2Mpc7S5XXNsWk1tZUM0eFV3NXM/index.html

  • I want learn some things to my games, and I have started a little game like Diablo.

    It was pretty hard, but at least the walls sets visible or transparents when is necessary.

    https://googledrive.com/host/0B2Mpc7S5XXNsMV9KZXBucU4xeUk/index.html