Mipey's Forum Posts

  • Use white-ish colors for your sprite, then you will get desired colors with color filter. Pre-colored sprites and color filter mix colors and you could get strange results.

  • By the way, you can also do this with Arrays:

    {"One", "Two", "Bananas"} at Random(3)

    I am humbled, kind sir. Why haven't I thought of such a simple thing myself?! *facepalm*

  • Want to hear a good joke?

    Me too!

  • I could be interested, however I note one drawback to large community using such a feature... we'd be synching all the freaking time! My broadband ain't that broad. Besides, in a community even 2 GB would quickly deplete, since some people have a knack for uploading large files... which again leads to hogging everyone's bandwidth down.

  • Signed up as well! Though I'll use it as a personal storage for now. Thanks

  • Oh, those are rips... I see, then I will use them for prototyping only, thanks!

  • What is the licensing of those sprites like? I couldn't find this information, I must be blind.

  • Here is my ever-so humble +1.

  • And they are the cheapest as well... Yeah, I should tone them down a bit.

    Edit: Also, new version is up!

    • more balancing (machineguns have a shorter range that just about covers the next section, they'll have better range with experience)
    • limited the power potential (fire rate, range), but damage can rise indefinitely.
    • can now sell turrets for the value that rises with their experience (to sell an experienced tower and build two or more inexperienced towers?)
    • should be more challenging now.

    Laser turret cost rises very sharply - for a reason. In tandem with other turrets, it enables rapid leveling, which is often key to survival! When it is used right, that is.

  • Try pairing the towers with a laser tower. It damages all enemies that the beam pierces and kills can be shared. Due to high rate of fire, machineguns get to share often. Lasers and machineguns are notorious for leveling through assists alone.

  • Check my tower defense demo for an idea how to do waves:

    Basically, you need to do the following:

    • define a condition for next wave to spawn (all enemies defeated - no enemy objects on screen, time expired etc.)
    • condition that checks whether the spawning is still active (for multiple enemies) - if the spawn is not instantaneous, that is
    • create your wave as you want it (in your case, you could use X offset from the midpoint to spawn them along the edge)
    • finalize the spawn process (reset the conditions, add to the number 'Wave' or whatever)

    In my case, I decided each 10th wave to be the boss wave, all others are spawned in increments, one after other, from the same spot.

    Hope this helps you.

  • Quite a few times I've run into a situation where I wished for a simple and manageable timer for objects. I've been using Fade behaviour to that effect, a PV and a few events to behave as the timer etc...

    So here is the feature request:

    Timer Behaviour

    • start timer on create (option)
    • destroy after time (option)
    • get current time
    • repeat (for example it would go from 0 to 1000 and then repeat)
    • on timer expired > action
    • start timer
    • set timer

    And so on. Having a dedicated timer behaviour would really be convenient for the game development!

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  • Haha, cute!

    Might want to explain the controls, though, it took me a while to find the jump key!