mudmask's Forum Posts

  • Just some off the cuff thoughts on this...

    1. your sprite object would ideally have bullet behavior

    2. when the player touches somewhere on screen, set the bullet behavior angle to angle(sprite.x,sprite.y,touch.x,touch.y) (I don't know if those are the correct selectors, but you get the point)

    2b. set the sprites bullet behavior acceleration to, say, 100

    3. if no touch input is detected, set the acceleration to 0

    have you tried that?

  • I was just thinking about how to do this the other day. Good job, and thanks for sharing!

  • AlfonsoVerlezza - thanks man! Now I just gotta finish it...

  • ryanrybot - I think one of the recent updates kind of deals with optimizing larger layouts right?

  • Nesteris - I have a function that creates an array based on the size of each layout, and records which screens are empty and which have important things in them, then it just outputs on the pause screen. It's pretty crude, the procedurally generated levels, since they're already based on an array, put it together a bit easier and allow for auto mapping. one of my next tasks is to do that for my normal levels.

  • Nesteris - good points. A big part of my decision, like I mentioned, was to just keep the game moving kind of faster (but not too fast).

    About webstorage, I only use that when an item or option is changed from the pause screen. when I exit the pause screen I essentially reload the previous save state of the game, and when that save state is loaded, it also loads the changes that were saved using the web storage. for example, if I switched a weapon, or used a med kit or something, obviously a save state wouldn't load those changes because you're going back to a previous state of the game. you would need something like webstorage which remained independent of the save state in order to load any changes that were made from the pause screen.

  • Nesteris - that's a pretty extensive list! I don't know if I'd be ready to team up with anyone in the near future. I'd have to see how this project does. But hey - seems like you've been really busy man. the map screen is a separate layout, and it pretty much uses global variables and arrays to pull whatever the current data is and display it on screen. this is pretty much how it works:

    pause button -> "pause" state is saved, go to pause screen

    pause screen -> map is built, energy and current weapon is displayed

    player changes stuff around and exits -> weapon and other modified settings are saved using web storage, "pause" state is loaded

    (back in the level events) when "pause" state is loaded, load all the modified settings from web storage

    ryanrybot - maybe I should do a demo build soon huh? so I got the idea from the last zelda game to come out, a link between worlds, where your special items are limited by a replenishing meter. I'll have ways of refilling that meter, either through an item you can access in your inventory, or maybe through a pick up or something. I felt like I didn't want to go the route of traditional metroid games, where you just run out of ammo and that's kind of it until you find a way to get some more or hit up a recharge station - especially since this is mission based (level based) and a bit more fast paced. So... this kept it challenging but still kept the pace of level completion moving well. you can't just get a sweet gun (recently I made a lightning gun, for example) and just blast everything away. maybe that's kind of old fashioned though... in the age of casual gaming, at least.

    thanks for the constant feedback guys! grateful for you two.

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  • Nesteris - thanks amigo. I do everything myself at this point - everything from coding and art to music and sound effects.

    I don't use any plugins or anything special for the layouts, every level has all the rooms already laid out in them. Since this isn't necessarily an open world game, I can skip trying to do really difficult tasks like that... although I have some theory as to how to apply this engine to a larger open world pretty easily. That might be some time in the future, but not with this project.

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  • I also tweaked the jump physics just a bit, as per feedback

  • A couple of additions to my project...

    Quick update -

    1. New Level objectives

    2. New music system (but of course... this is just an animated gif)

    3. Boss battles

    4. Some minor HUD updates (weapon changing system, ammo that refills over time)

    5. Powersuit Changing system (new powersuit shown here)

    A few other things not shown here...

  • Quick update -

    1. New Level objectives

    2. New music system (but of course... this is just an animated gif)

    3. Boss battles

    4. Some minor HUD updates (weapon changing system, ammo that refills over time)

    edit//5. Powersuit Changing system (new powersuit shown here)

    A few other things not shown here...

  • I have had success emulating this method:

    http://tinysubversions.com/spelunkyGen/

  • Hey, I just saw this other topic - it looks like there was a bit of discussion on here.. maybe it would be helpful to you:

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