lolpaca's Forum Posts

  • Cheers guys

  • Hey Sethmaster, you're in today's RPS!

    http://www.rockpapershotgun.com/2014/05 ... s-m-i-n-t/

    <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool"> wicked cool, well done!

  • Yeah, the problem is that the turrent behaviour by itself is made for games with a top-down view and doesn't take things like gravity into account, while you're using a side-on view and projectiles that fall - so your enemies are trying to shoot at the most direct path to the player, but the projectiles are falling straight into the ocean

    It's totally doable though - you'll just need to figure out the formula relating distance to angle, then:

    Every tick > set [enemy turret angle] to [whatever angle scores a hit at that distance].

    In the attached .capx, I've created a text object that displays the distance between the player and the enemy ship, and the angle of the player's turret, as well as disabling the enemy movement. If you play around with it for a bit and make some notes you should be able to get a distance/angle formula. (You might want to switch things around so that you're controlling the enemy ship's turrets and the text displays the angle of the enemy ship's turrets, since that's what you're looking for - sorry I did this in a hurry on my lunch break, there's some assembly required )

    Hope this helps!

  • Sounds like you need to figure out a formula for all the variables that result in a hit (probably distance from target in relation to angle, power etc). In other words, your formula should look a bit like:

    If [distance from target] is X, then set [angle] to Y and [power] to Z - where Y and Z are expressed in terms of X.

    And then maybe stick some random variables in so the AI doesn't score a perfect hit every time!

    If you upload a capx of what you've got so far I'll have a look.

  • use the *

    GlobalVariable1*GlobalVariable2

  • Bernie1400, it is definitely possible and a whole lot of fun check out my game Greed for an example - this basically uses the walker method with a few little additions of my own.

    I keep threatening to write a tutorial cos I know a lot of people want to make roguelikes, but who knows whether I'll get round to it... I'd be happy to tell you a bit more about how I did it if you need any tips though, just PM me

  • This looks really cool, I love the graphics and the concept!

  • Collectable gold <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://dl.dropboxusercontent.com/u/106 ... index.html

  • If you don't like Unity, you could check out Leadwerks (it even has a suspiciously similar logo to C2)

    http://store.steampowered.com/app/251810/

    It does require coding though. Not really sure why nobody's made a C2-style 3D game creator yet, I'd have thought it'd be possible...

  • A dynamic lighting and shadows engine would make my year, seriously

  • Another tweak to this. The little guy now auto-mines when you push up against a wall (no need to use arrows and WASD), and he shuffles into position so he doesn't get caught on walls when he does so. Only a little change, but mining & exploring feels a lot smoother now <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://dl.dropboxusercontent.com/u/106 ... index.html

  • Audacity is amazing, very simple and intuitive. I have zero experience in sound mixing and editing, and it allowed me to instantly start downloading wavs from FreeSound etc and tinkering with them to fit my game

  • Little update on this - now with 100% more rats!

    https://dl.dropboxusercontent.com/u/106 ... index.html

    You'll also notice the dungeon's had a complete graphical overhaul, thanks to the lovely Wrangler offering to do some art for me in between his Dungeon Busting. Haven't been working on this as much as I'd like over the last couple of months cos of life & stuff, but I'm back on it now and working away. More stuff coming soon!

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  • This looks incredible, so ambitious and you've done so much already