pedrotechel's Forum Posts

  • 7 posts
  • great theme, count me in

  • Thanks for the feedback guys. It was choice to give players very little to go on so they could make their own associations; i.e.: Attan saw the "enemy's" as cops, other people see them differently. There is a point to the game, just not a winning conclusion. You can never win. So in a sense it truly is more of statement than a game. But there are gameplay elements to it. And gameplay influences (pac-man being the most notable).

    To exit the game, alt-f4. I took out the ESC key as exiting method and forgot to put it back. Thanks for the heads up scidave.

  • Well, I managed to solve the question by removing the bullet behavior action and replacing it was a PV:

    Has LOS - Set PV to 1

    If PV=1 - Activate Bullet Behavior

    the work around worked nicely, but I'd still like to know why the first way didn't work, if anyone knows.

  • 2nd game I'm posting here at the forums. Criticism, bug reports etc... are very welcome.

    I won't say much about the game, there are no surprises, but the game relies on the player discovering a few things out on the first playthroughs. After playing you can read more about it here: RUN.

    Direct download link - RUN

    *Controls*

    Arrow keys.

  • Hey guys,

    First I'd like to thank the community for having such a great forum. Many questions I had were answered with a simple search. However, something has come up to which I can't find the solution. It's probably some noob mistake, but I just can't get this to work! It goes like this:

    I have a little maze with spawning objects which randomly creates an enemy when the layout is loaded. This enemy has LOS and Bullet behavior; their invisible and immobile until the player enters their LOS. The event goes:

    "Enemy" has LOS to "Player" - "Enemy" activate bullet behavior (it's deactivated at the start of layout)

    To simplify things, I've set the enemy to always face the player, since their invisible until coming into LOS:

    Always - "Enemy" set angle towards "Player"

    For testing I set the Enemy to be visible from start. However, everytime the player comes into the enemie's LOS, all instances of Enemy move, even the ones without LOS. LOS is set to 1px precision, and 100px range. Bullet to 25px speed, never destroy.

    What's wrong here? How do I get only the instance in LOS to have bullet behavior activated?

    If needed, I'll post the cap.

    Thanks in advance

    Pedro

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  • Thanks for the feedback guys. I've added Dropbox as an alternate host, on my next projects I'll use it as the main download link. After you get past the 1st level scanning becomes increasingly difficult as there will be unwanted fragments which you shouldn't collect

    I suggest you check out the other games at experimentalgameplay.com, some great ideas there.

    Anyway, thanks again for playing the game

  • My first post and it's a game submission

    The game is called About Sound and it was made for experimentalgameplay.com's theme of august, bare minimum. The game relies almost entirely on positioned sounds, so having headphones or a good stereo system helps a lot (you'll be frustrated by playing it with laptop speakers )

    Download it here:

    About Sound

    No install is necessary, just copy the "arcade" font to your system fonts folder. Copyright notes for the music, sound fx and font are included in the readme.

  • 7 posts