Ragevortex's Forum Posts

  • thanx.... I do have something like that in mind I'm sticking with Grain, Water, Milk, Special and Time as a cost for every drink. Which keeps things simple for me and also helps me raise difficulty by increasing numbers... those will be set on start of level and decrease on use and increase or rather Refill over time maybe,,

  • Quick update - I'm working on an interface that should look a bit like a coffee machine. Come to think of it I might consider modifying the whole thing and üpgrading"it along with the shop upgrades system I want to set up for the game.

    Also Need to work on a queue system for it ... something similar to the rts unit queues

    Here's a quick look. Any comments are welcome.

  • I named the game Coffee Wars however It's a temporary name.

    This game is a "zombie horde survival game" with a few twists.

    First your mission is to serve coffee.

    Your second mission is to mantain and upgrade your shop.

    Your goal is to basically survive the day by serving "dead reviving coffee"to the hordes of coffee starved zombies that will hit your shot (literally)

    Good luck.

    Mechanics -

    Spawn points, drop points and increasing difficulties.

    I'm considering making it harder by changing the coffee flavors some zombies want and so on.

    I'll be using my old Chocolate Hearts Eating day concept as a basis:

    However this is a non moving game. Just stand there and survive sort of thing. I'll be making some upgrades, power ups and special items apear here and then.

    This is a raw concept of basic gameplay which I'll be updating soon.

    This is my first attempt at using tiled backgrounds I feel more confortable making more illustrated backgrounds but It's a test project I hope it works out.

    Any suggestions are more than welcome.

    I'll be implementing an interface for the brews under the main screen (that's why it looks wide I cropped out the empty space) maybe implement a queue system for the brews to make them more "natural" and the "server" making the coffee will have to be upgraded on his/her basic skills ... speed, constitution or something like that... i want it to feel complex w/o loosing the basis of the game and having some level of customization for the player other than upgrading the shop trough its various paces. For that purpose I'm writing down all this stuff and making the mechanics first then working on the actual graphics.

  • Tokinsom it's cool. I'm eagerly waiting for this since I have been longing to make my own castlevania-ish game for years... I haven't been able to get around to it although I have the design, concept and story lines already set (for more than one) I've been concentrating on learning C2 and make "small" web-games for work rather than making my games. This would greatly improve the chances of me finishing one of the older ones and have fun in the process.

  • Wow this is just awesome. I'm definitely interested when it's available. I'm wondering about short range weapons like in castlevania tho... although I'm sure that should be a non-issue.

  • Frankly I use behaviors to solve such issues rexrainbow has a neat one here

    if combined with a little logic you can even make the trailing effect. I'll post a sample capx here based on the one you provided. I hope it helps a little. Remember to download and install the plugin so you can see it working.[on a side note remember its a behavior not a plugin it goes on a different folder]

  • vijayrajesh The game I implemented used XDK to publish and so far it moves pretty good. Also C2 has improved and optimized a lot since I published my first version. Unless you're planning on having a ton of things happen at once in which poor optimization and planning will kill your game's performance; I'd say XDK is the way to go. As always it will also depends on what you want to make.

  • MuchaDev yer welcome! I hope it helps ... I'm guessing it's going to have to be this way for my apps that require fields like this for a while until they find a more elegant solution.(at least on mobile)

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  • Yeah I was faced with the same problem. It royally messed with my application which required users to login and/or register which in desktop worked wonderfully but in mobile it resized and never wanted to return to the right proportions. I opted for using pop-up dialogue box here to get the field data and add the field data from the form-input on the dialogue. This forced me to get each field on a separate pop up ... fortunately they weren't many but it could've gone horribly wrong for my app.

  • Tom Thank you very much for your usual awesomeness. Keep up the great work mon. Happy gaming!

  • Hmm hey Tom I never did get my voucher I was expecting only one but never did get any

  • You will always find criticism on how your game looks/feels from other people.

    To like something is strictly subjective. If you want a more serious opinion. I believe the third image actually helps your style look more in the line of comic art which actualy goes well with the overall game and story as I've seen on the videos of your game.

    However don't base changes like that on what people tell you its your game, it's your baby and it should look like it should. If making a modification takes away from the game leave it as is. If it improves it do it. However game experience should not be based on how it looks but how it plays ... I for one would consider those (serious)critics that aim at game mechanics and control improvements, in order to further polish your game, over those who will just shoot down your style. Just my two cents. Hope it helps a bit tho. Best of luck!!

  • An easy way to "fix" your depth of field issue is to put a "fog"behind the main playing area. you can do this easily by using a simple 10-20% opacity solid colored block behind the main playing area but in front of the background area.(if you use lighter colors you get better ressult) this will fade the wholebackground evenly and keep your foreground crisp.

  • Hi there!

    I'm working on a little pet project. I'm certain it will prove more than challenging since I've never actually attempted to make a board game in C2 before.

    At the moment I have a jumble of plugins in the game. Hopefully when all is done and accounted for I'll be able to clean up some of them out and keep only the necessary ones. The overall look and feel should be a bit like a classic tile based game like mahjong or scrabble where you moved tiles around or picked them up to place them.

    Basic Concept:

    • Tile board game.
    • 2 players
    • 2 factions
    • 1 base per player
    • 7 randomized unit tiles
    • max 3 tiles on board per player

    Plugins in use currently:

    • Tabletop layer effect.
    • rexrainbow's board and squaretx
    • Touch
    • Mouse
    • Function
    • max 3 tiles on board per player

    I'll be working on some better graphics after I get the mechanics working enough.

    Things that need solving:

    • Pickup and Place tiles (I want to pick them up from the bar and place them on the board on the clicked tile space) If I can't fix that I'll have to come up with another solution.
    • Once in the board they have to be able to move by tile movement one space in either 4 directions.(they can't move trough tiles or bases)
    • Limit the amount of player tiles on play to a max of 3
    • Set basic win/lose conditions(this will be a bit more complex than it sounds but basically player with no tiles looses, player whose base is taken looses)
    • Turn based system(this shouldn't bee too hard)
    • Decide on a style and make all the graphics )yeah I have a few ideas)

    Here's my first screenshot with the board made and the player tiles sorted and player1 tiles showing sample combatants. I kinda like that style fo the game but Im more inclined to making the images more illustrative and less pixelart.

    I hope you all like what you see.. I'll try to keep this updated as I make some progress. Suggestions and direction is more than welcome.

  • Nice plugin. I wish it scaled with the layout tho. Right now I'm scaling my layout for different screens and the notification just stays the same ... which looks way tiny in some cases. Good looking plugin ... can't use it for This project.. . maybe next one.