PlayerEmers's Forum Posts

  • Well, it reminds me of one Flash game where you could upgrade your car and drive the parcours and crush zombies. I can't remember the name of the game though.

    The game name 'jokes' are a bit over the top if you ask me. Initially I thought you spelled it wrong/made some mistake with the word 'Rockit'. I'd probably make it like 'Rock-it Powdered Carnage' instead. That makes it a bit more obvious.

    Some stuff I noticed; got a bit stuck now and then, also, after the half pipe I suddenly had to drive backwards, didn't know how to 'invert' my car.

    I didn't test the game that much to be honest, but if you want to make a good impression and make the game more inviting to test you need to put in appealing graphics and have fluent gameplay. I think both are missing in this stage.

    I think you can play the game on mobile; just create touch joystick buttons and simulate keyboard press. You know; your basic left and right button, shoot, select weapon.

    - R

    Thanks for the feedback and sorry about the very late reply lol

    I think that suggestion you gave to me about the name is quite interesting... i might go for it

    I made little to no progress this couple of months, but im working on it again

    I will still tune the gameplay and level design and the graphics are mostly placeholders too

    there is much to do and much to implement

  • New update!

    One new level, optimizations and bugfixes done!

    Also, the game now has a definitive name!

    Rockit Powdered Carnage

    Rockit = Rock music/Rock it/Rocket (because the game features rocket powered thrusters)

    Powdered = POWder/Powered (Gun powder. Also, Rocket Powered Thrusters)

    CARnage is self explanatory xd

    Feedback welcome!

  • > > Just wanted to leave a final update, we have a release date confirmed for Switch, PS4, Xbox One, and PC !

    > >

    > >

    DECEMBER 6th 2018

    > >

    > > kickstarter.com/projects/causalbitgames/battle-princess-madelyn/posts/2329915

    > >

    > > Check out our launch trailer :)

    > >

    > >

    Subscribe to Construct videos now

    >

    > how are you guys porting to PS4 and Switch?

    We took our C2 prototype and ported it to Unity game engine in C# right away (eg: within first year of project's life)

    So, technically it has been a Unity game since Feb 2016, but it started its roots and early advertising as the C2 prototype.

    We didn't just do this for console support, the game ran better with more visual effects and support for lower-end devices than our C2 prototype.

    oooh i see

    game is looking very good

    love the art style!

  • Intro

    This one is one of my projects that im working on at the moment. I started it on may/june 2018, but i stopped to do any progress since july (desmotivation, procrastination, all of that terrible shit). But since a couple of weeks ago i came back to work on it again.

    I will keep this thread updated with most progress that i make to the game.

    What is it?

    Its a car game inspired by old car games from the golden era of flash games, but with heavy focus on items that can boost you to the skies (heavy vertical gameplay instead of just "terrain/horizontal" gameplay like normal car games) and gun gameplay.

    For now you have access to 8 types of items (gun included) and two cars and two types of enemies but more are planned to be introduced later. The game is still in VERY early development, so i can't make any promises or say any release days.

    Some specs

    -Engine: The engine of choice was Construct 2. Simple, yet can still handle the job for most types of games. Since i never released a game, i decided to go for something simple (both the scope of the game itself and the engine).

    -Plataforms: For now, im just planning to release it on PC, but some conloes are still in my mind. I'm still thinking about a mobile port too, but I'm not sure if the game can be played properly on mobile.

    -One man team: I'm the only one working on it, but maybe in the future i'm going to find a musician and artist to help me in their respective areas.

    Playable build

    Like i said, it's on very early stage of development, so for now it only got one test level, 2 enemy types and 8 items.

    Most of the art (enemies, pickup truck, background) are placeholders that will be changed later in development. I'm working right now to improve a little bit the things that are on the game and add at least one more level to the game.

    You can check the demo here: playeremers.itch.io/rpc

    News:

    04/03/2019 - New Build with one more level, optmizations and bugfixes. Also, i'm now using a definitive name for the game!

    -

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  • Just wanted to leave a final update, we have a release date confirmed for Switch, PS4, Xbox One, and PC !

    DECEMBER 6th 2018

    https://www.kickstarter.com/projects/causalbitgames/battle-princess-madelyn/posts/2329915

    Check out our launch trailer :)

    Subscribe to Construct videos now

    how are you guys porting to PS4 and Switch?

    thanks for the updated list

    mods need to pin this thread and unpin the old ones

  • Is there an updated download link for this somewhere? Construct forums were redesigned and now everything's ugly and confusing. I can't find the link to this anywhere.

    yeah

    i'd like a link too, i want to try the effect

  • looks interesting

    but god damn, the new forum broke everything lol

    it would be good if you uploaded lots of examples (html and even maybe a windows export) so we can see the plugin working by ourselfs

  • now that C2 is near the end of its life, can us, Steam users who bought C2 on steam get a DRM free version of C2?

  • > Colludium how can i contact you privately? they removed private messages here on the forum

    Come join the Discordapp forum and you can message me there: link.

    link leads to nowhere

    edit: nvm, found the link discordapp.com/invite/8RJBHbX

  • Colludium how can i contact you privately? they removed private messages here on the forum

  • Hi there - it's no bother! Yes, there are a couple of ways you can disable collisions with this behaviour (the standard plugin filters for object type, not object instance - this behaviour can do both).

    1. If you want to filter per object type then you can set the collision filters - binary bit flags.

    2. If you want to disable collision against one instance of an object type... There is a pre-solve condition that is true when Box2D is about to manage a collision. As an action you can then set for the behaviour to ignore that collision. It works per-tick, so you'd have to filter it for as long as you wanted this.

    I'm using my phone but I hope this is enough info for you. ??

    Colludium yeah, i think i understood

    but... just to make sure: by "this behavior" you mean your box2d+ behavior? and that second solution will probably work just fine for me?

    you can see what happens on this video: youtube.com/watch

    and you can see my events on the image attached to this post or this link: i.imgur.com/xmmcfR6.png

    i will wait your reply

    because it is truly possible, i will quickly buy your behavior (even tho im short in money and cant careless spend money, but will be worth it i guess)

  • Colludium im going to disturb you again (sorry)

    its possible with your plugin to disable collisions with a object for only one instance?

    (see this: construct.net/forum/construct-2/how-do-i-18/disable-collisions-for-one-ins-69485 )

    while its possible to do it with native box2d, its impossible to do it with the C2 physics behavior

    example: im using the physics behavior to make enemies behave/move... when i collide with one enemy, i want that instance of enemy that i collided to disable collisions with pretty much everything else, while other enemies still work just fine

    if is possible to do it, i will most certain buy your plugin right now

  • just compare this thread

    on the new forums: construct.net/forum/construct-2/how-do-i-18/how-do-i-simulate-vector-terra-108277

    the cache from the old forums: webcache.googleusercontent.com/search

  • PlayerEmers - I don't think that there is and I suspect that this is a feature of all physics libraries (at least those based on box2d, from what I've seen).

    ooh... ok

    i think i will just ignore this thing/make it a gameplay feature (if you force the wheels you lose? lol)

    anyway, thanks for your replies and sorry about wasting your time