Prowl's Forum Posts

  • I have created a working single level demo of a game but have found I am really better at the creative process than implementation.

    I am looking for a programmer that is willing to work in a partnership. I will give you the plan for my game, and if you agree, we will work out an agreement to where there is a split of game profits. So are foregoing pay on the front end, for a chance of a lot more pay on the back end.

    If interested in any capacity, let me know, but I plan on handling the business and development process, and you only handle programming, and maybe very simple 2d graphics depending on your comfort level with graphics.

  • I'm exploring the idea of partnering with a single programmer to finish building a game I started. The general premise of the deal I'm looking to make is a split of earnings from the game.

    I will pitch you and show you my game (I made a simplistic level myself) and if you like the idea, we can discuss terms of a split where I design, you create, and we have agreed upon terms as to the split of any revenue generated, along with other details of who is responsible for what.

    Game is 2d, and the art and animations are rather simple. Message me if you have a serious inquiry.

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  • I will try this out tonight. I am working on an advanced asteroids based game, originally was going to use a stationary ship, but decided for the gameplay factor I am going to go with a movable ship like the original. Will let you know after I attempt it if it works or if I need more advice. Thanks! Also, while I have you here, Unlike the old asteroids where the ship would traverse the level when you go off the screen, I'd like to make the screen a border so the ship cannot leave it (but the asteroids can leave it), any good advice on the best way to do that?

  • For a mobile platform, how do I make it when I touch a sprite (button) it applies an impulse to an object making it move a certain speed, then wait a couple seconds, then impulse in the opposite direction to make the object stop. I want it to have a ramping acceleration and deceleration.

  • Ram, little extra help off of what you just told me there.

    I decided to use an onscreen joystick instead, because my finger blocked the view of my target. Got the joystick working as needed with the code below.

    Event: spStick dragdrop is dragging

    Action: spStick set ivAngle to angle(sppad.x, sppad.y, self.x, self.y)

    Action: spShip set angle to spStick.ivAngle degrees

    Event: Touch is in Touch

    Event: Every .25 seconds

    Action: Spaceship spawn Bullet

    Event: spStick dragdrop drop

    Action: spStick set position to spPad

    That controls every behavior I want, except the constant spinning of the ship then a finger is not on the screen. I tried a couple variations of what you suggested above, but could not get it to work. How do I get the ship now to stop at the angle I want.

  • Thanks Ram. You've been a huge help. Would you like to join my beta test, releasing it in 2 days.

  • After messing with this I have a better understanding of WHY it's doing this, just don't have the knowledge of how to stop it. I'm guessing with the game not detecting an input, it's searching for it therefor the ship just spins?

    I got my firing function down correct with the "isintouch" condition. Now I just need to find a way to make it so that when the screen is not being touched, the ship stays stationary towards the position last touched.

  • I have gotten my game to perform appropriately while testing in a web browser. So now trying to translate that to androind, and replacing my mouse functions with touch functions.

    My mouse functions were as follows.

    Condition - Every Tick; Action - Set object angle towards mouse.x, mouse.y

    This was to make my object always face the mouse

    Condition - Left click is down & System every 0.25 seconds; Action - Spawn bullet

    This was to shoot a bullet every 0.25 seconds

    I tried translating them to mobile, with either the on touch, on hold, or intouch functions. Only result i have gotten is my main object (a ship) spinning infinitely, and will point to where I click to shoot, to then continue spinning.

    My desired result, is to be able to hold my finger anywhere on the screen, the ship to follow my finger, and shoot at the interval of 0.25 seconds. Additionally, when someone is not holding on the screen, the ship's orientation is the last place a finger was on the screen.

    Can anyone help me out a bit?

  • Got it working, touch functionality wasnt working correctly... guess until I purchase the full version and get to do a real upload I wont really know.

  • Maybe I'm just not in it tonight... tried exporting with html5, uploaded to google drive, and I cannot open the game. If I click to open the html document it just opens up a view of all the raw code.

  • Thank you that helps. I will gladly get the license when I havery my finished product, this is more of an alpha test of sorts.

    Do you think chrome would run. It ok? Aren't there some drop box services/ apps that would make it run much more like a mobile game?

    I'll be attempting tonight, I'm fearing the screen sizing will not be right, and any hold finger on screen actions may not act right.

  • Are all of these just ways to play it on my phone as an html5 game? Im really more interested in more of a mobile export or replica of it, that let's me test how well touch works.

  • I want to test my game on android to ensure it works the way it does on a browser, and with touch functions, before I continue to my next phase of development.

    Tried doing some research online but found nothing helpful. Everything kept pointing to cocoonjs, but I'm guessing that requires some sort of purchase? Because it isn't listed as an export option. I'm not in a position now where I can pay for anything... and I'm just looking to personally test it at the point.

  • Hey Ram, had to spend a few days fixing my physics, setting up menu's, pause menu, etc, and now that I got all of that fixed I am back to exploring your timer idea.

    So I read up on, and understand the basics of how to create a timer, just dont know how about how to assign it's use in this instance. Every example Ive seen of making a timer you have a GV made for it, but how would I make it so that when one of those spawn points spawns an object, they don't all just add to, and use that same timer. I guess what I need is for each time a spawn is used, it creates it's own cooldown timer.

    I'll search some tutorials and video's and see if I find anything that works similar to this.

  • Yeah I figured it out, was a rough time. I just used what I was doing to set the angle of my objects with the bullet behavior, then I would apply impulse at my object.angle. Worked perfectly.