MasterZuruk's Forum Posts

  • I´m back!

    Jacob [early game mechanics test]

    https://www.scirra.com/arcade/action-ga ... test-15344

  • Pre-alpha closed, thanks for the feedback!

    "I'll be back" xD

  • It looks nice, but it need more movemets. And one question, where did you found the layout and the players?

    All of the game (including art and animations) were made by me, but maybe i need an artist in future versions.

    Thanks for playing

  • Ahhh. That wasn't really obvious, Maybe that's why. But a duck on arrow down would be nice as well.

    Thanks for the feedback tunepunk

  • Looks nice, but i didn't find any way to dodge enemy bullets. Couldn't duck, or jump over them. The slowdown feature was nice...

    You can use double-jump or even shoot at the laser enemy bullet.

    But yes, maybe i need to implement a dash movement or something.

    Thank for the comment and for play!

  • https://www.scirra.com/arcade/shooting-games/jacob-9630

    IMPORTANT

    This is only a playable demo of the possible final result game.

    None of the animations, sounds or even enemies/player can be in the final release version.

    Thank you so much for play!

    Stay tuned in https://twitter.com/zethnyx

  • That was exactly what I was looking for, thank you Sol!

    I did a couple of tests without much detail to see how can it looks:

    With bullet destroy:

    Without destroying the bullet:

    It does not look too bad to be a sketch, once again, thank you Sol!

  • Hi all,

    It is very easy to detect the hit of a bullet and spawn a splatt using "on collision with...", but, it is also possible to detect the output of the bullet and generate another splatt?

    I'm doing some tests using offset detection:

    But I can not get the result I'm looking.

    The other problem is that if you need to calculate the trajectory of many bullets at the same time, this can cause too many cpu usage and a direct impact on fps.

    Any idea is welcome!

    Thanks

  • Minimal Tilemap 01 — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-tilemaps/minimal-tilemap-01-2420

    <p>Includes .piskel project, so you can edit every sprite.</p>

    Use this topic to leave comments, ask questions and talk about Minimal Tilemap 01

  • Hi, all!

    I have been trying to get into shaders - sometimes even with a little bit of success. And working on something else I noticed that (at least on my hardware) a shifted texture gets nicely "stretched out" near the boundaries. Sounds like a great way to shift a texture around its draw rectangle.

    Put an effect like that on a layer and in the editor it is just shifted:

    But at runtime it's a different story:

    So then you can shift a value dynamically:

    And get some neat shake (looks much better at full speed):

    Or shift both values:

    ...for a full-on earthquake:

    It takes "real" pixels as input, so if "Fullscreen scaling" is set to High quality the shifts will be based on the screen resolution, if set to low it will work "right"

    Installation: Extract the c2addon and drag into an open C2 window.

    [attachment=0:3nwkjfal][/attachment:3nwkjfal]

    My skills are limited so I'm not sure if it could be made to shift everything below if placed on an upper level - but currently you can have parallax shaking, for example. I have kept things extra slim - so if the values are 0 it will still run (or perhaps automatically won't) - so please enable/disable the effect as needed.

    It would be super-great if someone could test this with something real and say what the performance is like.

    You are a genius! , works perfect, thaaaaanks!!

  • If you made a test can you post the capx file here? Thanks

    I will continue working, trying to recreate the same phyton example with the construct ajax object and when i get it working, I will publish here the .capx.

  • The python example does more than te init call:

    [quote:35ahbns9]make an init call

    check if disabled

    calculate client timestamp offset from server

    start a session

    add a user event (session start) to queue

    add a business event + some design events to queue

    submit events in queue

    add some design events to queue

    add session_end event to queue

    submit events in queue

    I try using my own keys and it´s seems to work:

    You need to enter your GameAnalytics admin panel and skip the guide to view your gamedata:

  • Ok,

    [quote:2x5vsb5g]Do not use production keys on the sandbox-api; it will only authorize the sandbox game keys.

    Production

    API endpoint for production api.gameanalytics.com

    Sandbox

    API endpoint for sandbox sandbox-api.gameanalytics.com

    You need to change the URL to "api.gameanalytics.com" if you want to use your own game_key and secret_key.

    After that, i recommend you to try the python example on https://apidocs.gameanalytics.com/REST. ... on-example

    Change the line 40-to-45 like:

    # sandbox game keys
    game_key = "your_game_key"
    secret_key = "your_game_secret_key"
    
    # sandbox API urls
    url_init = 'http://api.gameanalytics.com/v2/' + game_key + '/init'
    url_events = 'http://api.gameanalytics.com/v2/' + game_key + '/events'
    [/code:2x5vsb5g]
    
    Run the example and you will get something like:
    
    ----- GameAnalytics REST V2 Example --------
    Gzip enabled!
    --------------------------------------------
    Init call successful !
    Events submitted !
    Events submitted !
    
    After that, you need to pass this example to Construct2 AJAX.
  • I have no experience in ajax but you can try:

    Tag: "a"

    URL: "sandbox-api.gameanalytics.com"

    Data: "{platform: ios, os_version: ios 8.1, sdk_version: rest api v2}"

    Method: "POST /v2/<game_key>/init HTTP/1.1"

    Cause i think the issue is on the "data" field.

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  • Use a sprite with the bullet behavior instead of the particles. Use the gravity property to make them fall. For the bouncing use an event like:

    blood: on collision with wall

    --- blood: bounce off wall

    --- blood: set speed to self.speed*0.5

    Works perfect, thanks!!