mepis's Forum Posts

  • The first name is better. It flows off the tongue easier and doesn't sound convoluted trying to say. There is more of a rhythm to the title that is pleasing.

  • Has anyone here played Revolver 360 Re:Actor? I found this on Steam a while back. It's cheap and a crap ton of fun. The revolving concept is very interesting.

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  • I've got a few more examples to play here!

  • helena Going old school commodore? Not bad.

    So here, and a few other places, I'm seeing hard but fair mixed with skill and memorization being constantly mentioned (almost word for word). Or I'm seeing classic examples like R-Type and whatnot mentioned a lot. That makes me want to ask another question.

    One of the design decisions I'm weighing making a shmup is to go with the classic approach or some randomness in the enemy arrivals. What I was thinking of doing was creating blocks or flight patterns, which would always be the same, but have those blocks arrive in random patterns. The game wouldn't be completely memorizable at that point. It would be more skill based. The blocks would always best the same so there would be some memorizing but that would be the extent to it. Is there appeal to that or does that sounds like it would break the scheme to much and be unapproachable?

    Somebody I got a chance to play the new Strikeforce game on an iPad. Was hesitant to play it on my phone because of the small screen. I like it a lot as well. They did a good job balancing that game.

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  • I've read a lot about the DoDonPachi series but haven't played them. I really need to track down a copy. I haven't played Steambirds before. I'll check out the iOS version despite the ads. It'll work to get the feel of the game.

    What is attractive of the shmup genre to you?

  • As the title states. I'm doing some research for a game. I'm curious what it is, or what draws a person, to a particular shmup. I'm researching mechanics specifically.

  • I made an example for this a while ago. hopefully this will help. http://kurie.us/construct-2-dual-touchs ... k-example/

  • I think it's important to note that if you are targeting a game for mobile, ARM based processors have a much more difficult time processing floating point numbers then integers.

    It is not terribly important. This is only going to cause an issue with massive number crunching. Still, it's fascinating to know the differences and how processors handle numbers.

    You might want to know the difference for other things though. For instance, floating point numbers can technically be less accurate then integer based numbers. This is a big deal for heavy accounting software. It's better to convert any moneys to pennies (for American money), do the maths, and convert it back to dollars and change.

    If you venture into C++ or C land, it's important to know the differences. These languages treat memory handling far different then Java or Javascript.

    With all that said though, for the scope of Construct, and as Ashley has said, it doesn't matter really.

  • ryanrybot Thanks for the suggestion. I'll play around with it and try it. The deadspot zone for the 8 way movement can be adjusted too to eliminate that floatiness.

    It's a double edged sword. The 8 way movement makes creating multiple control schemes easy and the game 'feels' the same switching back and forth. But better granular control is always a plus to. Either way, I'll have to play with it and see. Maybe I'll have to make another 2 hour game demo and try the controls your way and see how it feels.

  • JamesXXXYZ I agree. The mouse button would have been a better choice but I built this prototype on my laptop. The mouse buttons is more difficult to press and move the mouse pointer. I only built this to test the mechanic and see how it feels. It's a test for another game I'm designing. I'm trying a few different mechanics and wanted to get some feedback on the appeal of the twin stick control scheme. So far everyone has given me really valuable input and I really appreciate it.

  • Ahh, sorry. I read the title fast and took the minified version of of Jquery as you minifying your project and having issues. I completely read that wrong. My mistake.

  • To add on that, you could break it down by case of over lapping doors,

    Eg.

    If player overlap door 1 then set variable randomDoor Choose (2, 3)

    If player overlap door 2 then set variable randomDoor Choose (1, 3)

    If player overlap door 3 then set variable randomDoor Choose (1, 2)

  • Easy enough, use the system choose parameter.

    If player overlap door 1 then set variable randomDoor Choose (1 , 2, 3)

    If randomDoor = 1 then spawn player at Door 1

    if randomDoor = 2 then spawn player at Door 2

    etc...

    Sorry, I'm at work. If you need a Capx example then let me know. I'll do it late tonight or tomorrow morning (eastern time).

  • Are there command line export options? I tried looking around the forums and the manual and didn't see anything mentioned. I want to write a batch script to export a certain project every night and upload it to FTP. Can I get Construct 2 to export via command line or automatically or something to that effect?

    If this has been answered, can someone point me in the direction? I couldn't find it.

    Ashley might be the quickest at answering this.

  • Just a guess off the top of my head but you could limit it to one or two sprites, use multiple instances of that sprite, and when they die or whatever, set that instance id to collisions disabled. That would reduce headroom a lot.