Phobos002's Forum Posts

  • A mask, as in a shader applied to your tiles via the tiled background would be very inefficient as you would would have to keep the tiles, and have the fx running all the time.

    A better way would be to give the tiles their own seamless texture, and vary the look by changing the texture around corners. Something similar to this method:

    http://www.saltgames.com/?p=184

    I have a texture for it, but if I overlap it around the block, and have more than one block (which I do), it would not be seamless:

    <img src="http://img607.imageshack.us/img607/4223/tiledbg.jpg">

    If you mean generate its look upon loading, then that would really make it load longer, wouldn't it?

    Anyways, I've decided to give it a silhouette look instead. The BG is still bricks, but the Walls and Player are black, shadowy figures.

    Thanks for helping though.

  • Hello again. I made a level generator for my WIP game, but I want it to look like a ancient cave. Currently, the Objects making the level are black squares, which I want to make seamless using a tiled background. How would I use "Mask" to achieve this?

    TL;DR How do I make the black boxes appear as seamless using Mask and TLBG?

    Here is an EXE (safe) of the level thing.

    http://dl.dropbox.com/u/21499454/Games/labyrinth.exe

    EDIT:

    Controls

    Arrow keys: move/jump

    Shift+Arrow keys: Change gravity direction

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  • How would I go about having NPCs follow a path of nodes to head towards any specified object, such as a Zombie following nodes to reach a Player.

    Example of what I am talking about:

    <img src="http://img856.imageshack.us/img856/8458/nodeexample.png">

    [Image too large. click "View Image" to get the whole thing]

    Squares = nodes

    Star = Player/Goal

    Diamond = NPC

    The NPC would automatically detect if there is a wall he can jump over, or if there is a ledge he can jump up too.

    Is this possible in Construct, or is there a better way?

  • Some sprites for a game reboot of "Yet Another Zombie Shooter"

    The Player:

    <img src="http://desmond.imageshack.us/Himg197/scaled.php?server=197&filename=phobos001idlenormal.png&res=gal">(Sorry for the background being black with the sprite. This wont be the player in the final game.)

    A Zombie:

    <img src="http://desmond.imageshack.us/Himg825/scaled.php?server=825&filename=npczombie.png&res=gal">

    Behemoth Boss Zombie:

    <img src="http://desmond.imageshack.us/Himg815/scaled.php?server=815&filename=npcbehemoth.png&res=gal">

    The game in action (not final of course):

    <img src="http://img14.imageshack.us/img14/337/temp22011060719191986.png">

    EDIT: VERY Early in development.

  • I have a problem with "Shake Camera". I have it shake at ANY magnitude and it goes fucking NUTS. But when I have smoothness set to 100 AND NOTHING ELSE, it doesn't do ANYTHING.

    What do I have to do to get it working? (I wont upload a cap, as I am working on a closed project, but an example would be nice )

  • "Center View on Me" does this pretty well. The player is always the center of attention!

    Example Cap: http://dl.dropbox.com/u/21499454/Games/ ... tthing.cap

    EDIT: you can find it under attributes

  • Smaller worlds because they don't use as much resources as a big world, unless you make a occlusion culling feature, which is where it only renders what is on the screen. Plus, it would be a lot easier to manage.

    Good luck with your project!

  • I knew it had to be something related to that. Id see sprite sheets on Google images with the same colour.

    Sucks it cant be toggled though. I feel more comfortable knowing my Magenta is fully opaque rather than one point less. Some sorta odd perfectionist thing...

    Thanks though.

  • I have been working on a game (That I plan to sell) that uses colour blending to destroy certain coloured spike orbs. Thats all I have at the moment. But whenever I used Magenta (Red 255 Blue 255) the colour becomes entirely transparent! It is not the cap, but the application itself. I can fix it by making the alpha 254, which I don't mind. I just wanted to ask if you guys know whats up?

  • This was hard to play because of Sticky Keys. If you could change the jump button to the Up Arrow, or some other key, it would make me a very happy person.

    Pretty fun though.

  • Hello, people of Scirra. I have taken upon me a task of no other: To create a totally original gameplay mechanic that has never been used before. Things such as these are difficult to come up with, especially without someone going "u ripd dat from MW2!!! Lol faggot!", but I believe, based on multiple google searches, that I have achieved this, and have a very good way of executing it as well...

    The game WIP, Echo, does not use visuals at all during gameplay. Absolutely none. Instead, you must use your ears, and listen for different behaviors of sound to figure out which direction you must go, and how close you are to deadly obstacles. You must go from Point A to Point B without dying. Bonus points if you find a collectable on your way there!

    The story?

    You play as a elite, highly experienced hacker that has been hired by a group of rebels, who are trying to expose Leviathan Inc. of their corruption and abuse of false advertisements, as none of their products do anything. A special tool was created exactly for this purpose, called "The Echo Subsystem.", which hacks into the Corporations network and steals files from their computer. Once you get enough evidence, you can turn it into the police and have the business shut down for good...

    This game is experimental, by all means, and might not fit as a commercial product. However, I did have plans to sell this on steam at a Maximum of $3. My mind is set to $1, at the moment...

    If any of you care to try a incomplete demo of the game to understand what the f*** I am talking about, you can get it here: http://dl.dropbox.com/u/21499454/Games/ ... rivate.rar

    Please give feedback on this project, it makes me smile, and motivates me as well...

    -Phobos001

  • This is done very easiliy, actually. Using Animation frames.

    The goal is to have the Animation Frame equal to how much health you have.

    The events:

    ->Always

    +Healthbar.Frame = Player.Value('health')

    That's about it...

  • thats cool man, shame that people rarely comment on peoples games here...

    do you have any begginner tips for fl studio? see i need to make a song right now too : D

    i guess ima gonna use sound fonts, but making a melody.....damn

    Im getting into FL Studio as well. Those are some very beginner songs there.

    But if all fails, I have a friend that makes AWESOME music that I can use for my games and such.

  • I dled the cap. The problem is that it is constantly trying to switch animation frames while both are playing at the same time. Construct doesn't blend animations at all.

    A way to solve this is to have two sprites, one for legs, and one for the upper body. The legs will run on different animations as will the upper body. To have these connected, put the hotspot on the bottom of the upper body sprite and the top of the legs sprite. Then do:

    [ul]	[li]>Always (every tick)[/li]
    [/ul]    +Set "player chest" position to object "player legs".[/code:3ssu2w7l]
    
    That should work.
  • Bump, sorry.