pxzin's Forum Posts

  • diogomuller im checking right now and, probably, someone explore the low security script i have made to save those created maps and inject some spam senders in my website =(

    For now, i've replaced to scirra arcade host but with load/save features http://www.scirra.com/arcade/addicting- ... p-gen-2030

  • Hello Everyone,

    I like to share my project with you.

    Workbench Battle is a project for the semester graduation at the University.

    Perhaps we also try candidate in C2 NewGrounds Contest 2030.

    Map editor:

    For now, we already have a functional map level editor.

    Available for tests : https://www.scirra.com/arcade/addicting-example-games/16451/map-gen-2030

    Game:

    The game is in a very early concept, but all I can say now is that it will be a game of strategy where robots face off in an battle arena. A deck of cards provide new robots and equipment during combat.

    Unfortunately (or fortunately) my deadline is June 14, so i will update this post very often in the coming days.

    Sorry for any mistakes of language. Non english speaker here.

  • If my object is dependanton a certain value, and it woulld be just 1 object, then I could either stuff the data in a var, or even an array ... but if you have to do this for all enemies .... it becomes a pain ...

    Yeah, that is my first concern. I wish to avoid all the work in save all state data from each "free-running enemy" in my map.

    Now i can see many problems and unecessary work in my idea. Better turn back to scratch and change things before start the programming.

    <img src="smileys/smiley32.gif" border="0" align="middle" />

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  • Wow, nice solutions lennaert. Thanks.

    My great problem right now is how store this object states to return then later.

    To static objects (like buildings) it is easy. But to NPCs, that will be running through the map, it will be more difficult. In that cases, i can left the objects running and only destroy the sprites and effects. But I dont have experience in C2 to judge if this will worth the effort.

    I'm trying to avoid that annoying thing - normal in 8/16bit games - when you run back for something that you just pass by and it no more exists.

    But thanks for sharing your exp.

    :)

  • Hi everyone,

    I really dont know how to ask, but i'll try to explain. For my next project i'll make a top-view car game (like GTA I and II) based on Mad Max scenario.

    My first problem when I scretch the concept is the need of a huge map with many objects on it (Player can do a car travel through many cities without load screens).

    in my head, the solution is a lazy loader who create and destroy elements based on screenview edges. A database will be need for preserve the object state for a future need.

    This idea is the right way? There is some easy way to do that? Anyone already try it?

    Tks.

  • Hi everyone,

    First topic here :)

    Grimm is my first project in Contruct2 made in University with some friends. This will be my second game for this class and Construct2 was chosen because it is easy and powerfull at same time.

    Well, the game is here

    WASD to walk and jump, mouseclick to attack.

    It is a very early prototype just to proof some concepts.Initially was to be based on the stories of the Grimm Brothers. But at this point i dont even know if we will continue this project.

    In tecnical aspect, we have a lot o bugs. Primary with the frog tongue,but the number of elements (126 before mini-frog spawn) is a very problematic issue too.

    The biggest mistake of our decisions was to create the trees as objects and not simply background. They dont have any role in the game and the "random generated background" dont worth the memory use.

    And is it.

    Sorry if i make any mistake, english is not my primary language.