nickkname's Forum Posts

  • I have a few ideas, most of them based on other games though.

    1. You're Ronald McDonald at a kid's birthday party, when suddenly the Burger King bursts in through the living room wall with all other fast food mascots behind him, and he tells you he's gonna kick your ass for making kids eat horse meat - if you don't defeat all other mascots and the King himself; but if you do, you'll become the new "burger king". You also unlock the other characters, new outfits and stages, and a new title screen. But you start out with Ronald in his typical clown outfit and fight each mascot in his own stage; or you can do Adventure Mode, wherein you race across different fast food themed levels before fighting the level's boss (a mascot); so Adventure Mode is just like the other normal mode but with levels. Beating the game with all the mascots unlocks secondary fast food characters like the Hamburgular, who can help out in fights (either automatically, when you press a button, or when your character dies) and unlocks the level editor, so you can create your own stages and levels, than use them in the main modes (in addition to or in substitution for the regular stages and levels) if you want.

    2. You're Lucy Joyce, a street racer who's just washing her car, when suddenly you hear about Green Light Island: a far-off kingdom where legendary racers live and compete for treasure, money, and supremacy. Divided into eight worlds: jungle, circus, factory, mines, volcano, large lake, snowy mountain, and desert. Six race courses per world, with a reigning champion at the end of each world. Race courses are platformed, so you're not just racing but going off ramps, dodging enemies and attacks, jumping from platform to platform, bouncing off other racers, etc. During races, you can pick up add-ons for your character and car (costumes, boost power, etc.) along the way and use items (oil slick, missiles, etc.) to help you win the race. Between races, you can customize your appearance and your car's stats via a dress-up game interface. The final boss is a multi-track-drifting train conductor, whom you race across the island while being chased by dinosaurs and lava.

    3. You're Red the Fish, a mutated fish with humanoid intelligence and abilities who's out for revenge against the scientists who captured and performed terrible experiments on you that resulted in your mutation. A beat-em-up where you fight scientists, robots, mutated sea creatures, and a supercomputerized security system through an underwater laboratory using an array of weapons (laser guns, mini-submarines, exploding fruit, etc.) that you can customize and that, depending on the number of kills, can evolve into better weapons (ex: laser gun evolving into laser cannon), or you can stop them from evolving by pressing a button. As you go along, you befriend and free other fish, who can take Red's place; and during multiplayer, you can have a whole school of fish fighting with you. When you destroy the underwater lab, you fight the final boss: a massive military helicopter loaded with missiles and laser guns. After you beat the game, you can play again on a harder difficulty.

    4. You're a young boy who's ready to become a mecha pilot on Data Isle, so you start off on your adventure across the land: finding new parts for your mecha, battling other mecha pilots for money and more parts, gambling for more money, and buying and selling and bartering items. Your dream is to become the greatest mecha pilot, but as you go along, you find out Data Isle is ruled by a ruthless mob boss who's also the top mecha pilot in the world. You beat his goonies along your journey, learning about the hidden beauties and the dark secrets of Data Isle, until you come to the mob boss himself. You beat him in a straight fight and become King of Data Isle, and are informed of a top secret mecha the boss was working on underground. If you choose to go check it out, you'll find a mecha piloting a mecha, whom you'll have to fight. After that, the game is over: you can keep exploring, battling, buying items, etc. if you want. You can customize your mecha inside and out: changing stats and the mecha's parts and colors, as well as drawing the cockpit using a stylus: so if you want to draw a window, a button, a chair, or whatever, it'll immediately become a new 3D object in the cockpit, and you can decide if the object is to function as a window, a button, a chair, or whatever.

  • It works well. The controls are a little loose, but plays well.

    I will admit, it's a bit hard difficulty wise. And difficult to tell which pits lead to other area or death. But it runs pretty well so far!

    Thanks! How do I tighten the controls? I'm just using platform behavior.

    Edit: I've added new controls, made enemies easier to kill, and fixed the first pit.

  • It looks like you uploaded the .capx file, not the actual game. We can get an idea of what the game will be like as a .capx, but you'll need to export it in Construct2 and upload the completed game before we can get a good idea if it works.

    Thank you! I edited the link out and uploaded the game here: scirra.com/arcade/action/4529/athlete

  • Is the game unplayable?

  • I made a four-level platformer about NASA lunar rover ATHLETE acquiring as many points as possible and saving the Earth from an alien invasion. Art and sprites are made in MS Paint. Please let me know what you think.

    Edited out link

  • Thanks everyone, glitch is fixed :)

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  • Did any cheat operation lingers even though you disabled cheats? I can double check that for you if you show the events.

    I don't know what you mean, but here you go:

    Title screen where cheats were created:

    <img src="http://img59.imageshack.us/img59/3282/capturezwn.jpg" border="0" />

    Level 1:

    <img src="http://img845.imageshack.us/img845/932/capture2a.jpg" border="0" />

  • Tested the game again and the same problem persists. There shouldn't be anything in the game causing this because I have a health global verable and gameover only happens when health = 0. Enemies only take away 1 health, so why are pits causing me to get a gameover?

  • So I tried to make cheats using the cheats tutorial - specifically a cheat that would give the player 1 life (whereas he starts out with 6) - but whenever I hit an enemy or fall down a pit, I get a gameover: even though the cheat is not activated.

    I deleted the cheatbox from the project and the layer, and now whenever I fall down pits, I get a gameover. But only rarely when I get hit by enemies; other times, I just lose a life.

    There are also times when I start up my game and the game over screen appears. I don't know what is going on, but, my game is completed and I'm not sure how to tackle this glitch.

  • the boss needs to fire you right?

    you can do a gun sprite and pin it to your boss and do this

    event:system every x second

    action: set gun sprite angle towards player.x player.y

    sub event: system every x second

    action:gun spawn bullet.

    Thanks it works now

  • set instance variable in enemy. like a bolean jump false

    in the event sheet set a event like this

    event: enemy is jump

    action: simulate platform jump.

    now you need to set a condition to change jump to true like

    is enemy in collition with spritex

    action: set instance variable jump to true.

    and he will jump

    Thanks, it worked!

    But the boss is still firing backwards. I changed his settings, too, to:

    bullet = bullet behavior

    every tick = boss spawns bullet

  • 1.

    Instead of else, just copy the conditions and invert them.

    2.

    For different endings, just make a number variable named "Ending"

    Once the condition has been met, set the ending to ending 1, 2, 3, ect.

    Once the end of the game comes, if the ending is 1, play ending 1.

    3.

    I don't understand what perspective the game is being played in but it sounds like it involves animation.

    These worked perfectly except for number 1.

    I did this:

    Enemy variable: Action = Jump

    Event: Enemy compare variable > Action = Jump

    Action: Simulate platform control > Jump

    But the enemy doesn't jump. It just sits there.

    On a related note, I did this for the boss to make it shoot:

    Bullet has bullet behavior

    Boss spawn bullet

    Boss set angle toward position

    But the boss shoots the bullet backwards instead of forwards.

  • I have a few questions.

    1. How do I get my enemy to jump and use the "Add else" function? Neither is working, see pic. The "Add else" function is greyed out, too, I can't click on it. I have the Personal Version, btw.

    <img src="http://farm9.staticflickr.com/8366/8597634869_4388bb8fd8_o.jpg" border="0" />

    2. How do I do multiple endings, where you get a certain ending depending on points at the end of the game? This also includes a new title screen and level selection for maximum points, while you get different ending based on lesser amount of points at the end of the game.

    I want the player to not return to the old title screen and not see endings he shouldn't be without the right amount of points. Is this possible?

    3. How do I get the boss to change direction when he flies in the air and falls into the ground? Like going up you see his front, than coming down you see his back.

  • Thanks, it's fixed :)

  • I sent an email to support about this, but haven't gotten a reply back.

    I bought Personal Version and put in my redeem code, downloaded the asset bundle, and saw it didn't include my Personal Version.

    I didn't see any download link or button for the Personal Version. How do I download the Personal Version?