Po10c's Forum Posts

  • Seems like a good start.

    It was funny how the shopkeeper is controlled by arrow keys, so just disable that.

    I like the way the fog of war spawns back and that the enemies seem to follow you via the fog of war you removed.

    Further, it is a tad difficult to play, it seems the spawn statues just have too much health. Dont' really have the patience to whittle them down for half an hour.

    Gold seems plentiful enough, so maybe exploding bullets will solve that problem.

    I recommend some sort of icon that shows a currently active upgrade, so the player knows he has them. After dying a few times I couldn't remember if I went to the shop yet, and knowing whether I have crap, or slightly-less-crap bullets would help:)

  • [attachment=1:3h3yk5h9][/attachment:3h3yk5h9]

    [attachment=0:3h3yk5h9][/attachment:3h3yk5h9]

    These codes are not complete, some don't even work quite right at the moment, but they are the basis of what gets the game running.

    Hope I didn't post to much coding stuff, hopefully someone likes it:)

  • bono

    I am only using vanilla construct features to build the game, will see if I need some sort of plugin if I hit a snag, but I don't believe that will be the case.

    For a game of this type, it's mostly data manupulation, and getting the correct values transferred.

    [attachment=2:1d122q1e][/attachment:1d122q1e]

    [attachment=1:1d122q1e][/attachment:1d122q1e]

    [attachment=0:1d122q1e][/attachment:1d122q1e]

  • Hi guys, I'm currently working with Sandybee on this project, and I would just like to state that we only actually started working on this in earnest a few days ago.

    Although Sandy is pumping art out furiously, this is a game of quite a bit of complexity with composite objects galore and genetics involved.

    Currently I am busy with the hardcore "coding" stuff, so that there is something playable when we connect the various parts of the game together, and not just an empty shell with a lot of art.

    We are currently at 111 events and 100 objects, and it seems that amount is going to more or less double over the next few days

    So just be patient a bit, we'll probably upload something soon, depending on how much family time we have to endure

  • Sandybee I did not recieve a skype

  • Thanks, some great tracks on there, will definitely donate once I get money from any game using your stuff:D

  • The buggy transition in the capx I provided can be fixed by smoothly changing the angle back to 0,and making the conditions for the transfer Exclusive as shown. It can be perfected by ensuring enough space between the "boundaries". I also think you can make it look cool by scaling the layer down as the ship enters space.

    [attachment=0:s9w51pgk][/attachment:s9w51pgk]

  • I have modified the example Capx called Rotating platformer to do what you want.

    Use 8 Dir movement for space and you're good to go:-)

    See attached file

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  • Am I correct in thinking that you use the platform behavior only in the atmosphere?

    You can try something like "Ship is NOT overlapping Atmos > Platform behaviour - Disable" and set that to once if true.

    Then place your movements in separate event groups, and enable disable the one you want on the transition.

  • Easiest would be to make a tiny invisible sprite, get the input coordinate/2 and set that as the sprites x,y. Then do a collision check to see what it overlaps.

    For 1 axis you only halve the X or Y.

    That would take 2 events (on touch) and (on overlap),and I cant think of a way to hack the touch input directly.

  • It's a good site. I saw some nice music on there.

    I especially like that the music is offered free for non commercial projects, like a lot of mine are at the moment.

    I will definitely go there when I want to add music to my games.

    Here's the link for convenience: http://soundimage.org/

  • I have made a prototype that gets inspiration from a very old game, that we think could make a nice new game.

    The goal is to make sound part of the gameplay so that the player thinks he is contributing to how the game sounds as he is playing - looks too.

    We have Zero Budget, just want to make a nice game. If it ends up being something that can get revenue I have no problem with sharing.

    The game is a bouncing ball type thing, where the goal is to reach the end of the level without falling off ledges.

    What we need is someone to work out one or more background tracks, and a sound for the bounce, depending on what the ball hits.

    The bounce sounds need to fit in with the music to make it complete. We can work the level design around what will sound nice and still be challenging.

    Link to prototype: https://dl.dropboxusercontent.com/u/274491969/index.html

  • I'd be interested to help. Cant do much graphics, but it seems you can handle that.

    I like AI, Level design and making interesting game mechanics. I also don't have any problem with English spelling and grammar.

    I have a personal license and use GIMP for graphics.

    PM me:-)

  • If you're looking for someone to help code your projects, I'm available.

    No cost, except if you make money on completed game, I would appreciate a piece of the pie.

    I'm basically looking for a challenge using C2, and to work on a project that isn't mine because I tend to drop my projects too easily.

    I can: Code C2, design maps and come up with game mechanics.

    I'll even be willing to share my own unfinished projects if any of them interest you to try complete something.

    PM me or mail to

  • I love it!

    I've been grieving about space games not using "realistic" physics for flight, and now you've answered my prayers!

    You pulled the concept off nicely, and I think this game could sell.

    Just keep working on getting the movement perfect...

    Also some variety in space stations, like ones with more difficult entrances to navigate etc.

    One idea would be a nav assist that shows you the true direction your moving, unless youre playing on hard difficulty:)