Nikoyani's Forum Posts

  • I got an idea. I don't have to upload the game to a websocket server, and I don't have to create a dummy project! I can just do it all right here.

    drive.google.com/file/d/1-5FVQqYyEXMVZeKfuv8Kq0lhCJS76-Op/view

    Is the level design good so far? The 2nd level is unfinished because I have exhausted all of the valid level ideas, similar to how an old console exhausts all of it's valid data and starts trying to load invalid data. But I'm not like that, I'm not going to start throwing invalid level ideas into the game when I exhaust all of the valid level ideas!

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  • I can't believe I thought that it was called a skew effect!

    But it seems easy to confuse the skew effect with the perspective effect.

  • Well, thanks for the link, now I won't have to use 2000 different objects just for the skew effect.

  • Should I even try to remake 3D world? I know that I'm all about remakes, but I'm not sure about remaking 3D world.

    3D world was a game I made on pocket code that was inspired by 3D labyrinth. Unlike 3D labyrinth, 3D world features smooth movement. I couldn't finish making the game due to complications in the code.

    I have started remaking the game in construct 3 but never finished remaking it. I have forgotten about the project.

  • This is one example of what I'm trying to go for.

  • And this is not what I'm going for.

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  • Yes, I do have the skew effect in the game.

  • Well this is the skew effect... Not shaped like a trapezoid. The reason why is because shaping it into a trapezoid messes it up. So I'm going to have to use 2 objects in order to achieve the trapezoid shape.

  • Well, I can post a screenshot, but first, I have to shape it into a trapezoid, because it's shaped like a rectangle!

  • The skew effect. I know that a trapezoid is used for skew effects, but I'm not sure how to make the skewed area look like it goes on forever, horizontally, without extending it through the entire level.

  • No. I'm going to create instance variables, not waste my time creating a useless function!

  • Big Dreamer's Kingdom is receiving an update!

    The levels will be improved, and so will the bosses, which will be re-designed around the main mechanic, because previously, I did not design the bosses for the main mechanic, and I can design better levels.

    I made the connection that every game has to be designed around it's own mechanics, but when I previously designed the levels and the bosses, I didn't even have a main mechanic in the game.

  • What I'm planning to do is activate a function that teleports enemies around the screen using an array because only one enemy is allowed on screen at a time, and this is because enemy behavior is built into memory. How it would work is it would compare the screen position with a position on the array, when the screen reaches that position, the enemy gets teleported, then it would go to the next position. Would it just be easier to create instance variables for these enemies? Why am I not doing that? Should I just design levels around this limitation, or get rid of the limitation?

    I realize that the enemy teleportation would have worked the same way in the pocket code version, but I don't know if I should do it in the Construct 3 version.