Ragevortex's Forum Posts

  • For constant looping movement you can try addingthe sine behaviour to your enemy. It really helps me with those repetitive loops. You can pre set it and even turn it on and off with the events. Changing and playing with the different parameters will get you interesting ressults.

  • I'm working on making a Short-burst mission rpg... mostly browling missions for now. I'm considering expanding the capabilities of the game once I have the basic mechanics working.

    Basic set 3 heroes to chose from (warrior, ranger, mage)

    Basic attacks either magic or physical.

    I'm very early already have my menu draft set and my "bar scene" where you get to choose the characters and the missions.

    I'm working on the Field part where you actually will be fighting. Still a long ways to go.

    Warrior waiting for his mission:

    Greatly improoved the character from this old version...

    I used a trick I learned making the simple spaceship template to make this "accent" light for the bar scene.

    I hope you guys like how it's looking so far. I have a ton of work to do yet.

  • [soved] apparently I have to init the character on each scene regardless of it being "global for some reason"

  • lucid any idea why the new version is hiding parts of my character.

  • There's always the physics behavior however it really does depend on what you want to do. If its like mario - pickup opponent then throw opponent. I would add a variable to that opponent to switch from picked up or not. And "hide him" then have the player "shoot" the opponent as a bullet and when it hits or lands or whatever have the opponent "re appear" on the location of the bullet and destroy the bullet. There's quite a few other ways you could do that. Also it can get a bit tricky on a fighting game for example you would have to disable the opponent/player controls so they can be tossed around defenseless. Either way you have to think on the whole process step by step. Good luck!

  • Hey there gillenew

    That looks preety nifty. Also a lot similar to the gameplay I made for Freeefall Bird. Love the look of the menus and the way the fox looks.

  • I'm game too I'll post the Freefall bird one and check for one to download myself. At least while I develop the few other games i have in the stack. I feel this is actually needed as the reach of one person w/o budget can only go so far

  • EgoAnt

    Thank you for your answers.

    I had made an alternate solution by the time but yours are preety clean looking

    Ball bullet.speed <= 800 | Ball set bullet.speed =800

    works just fine in my case.

  • EgoAnt Very interesting solutions. I made front hoops game for the place I'm working on. I had to "fake" perspective and stuff however I'd like to limit my bulit speed to stop it from going too fast. After all people can swipe preety fast but I dont want the ball to "go past the speed where you can't see it. Any ideas...?

    I'm attaching the current code in my game. It works but I'd like a bit of controll over the "max" speed of the ball so that it doesnt just go hyperspeed on me.

    Any ideas might help.

    I have a "shooter"at the bottom that moves side to side with a sine behaviour to make it harder for the player to aim exactly at the hoop which is on the middle of the screen. This is a "front view type hoops". I'm going on production tomorow but I'd like to iron out that issue for future updates to make it cooler.

  • This is a very sleek and clean looking project keep it up.

  • Toddler I use that for my single layout games. In which case I stop the game(time scale to 0), create the sprite (making its own time scale 1.0) trancision to black or from black depending on what I need. when its gone I continue the game. Since its the same layout it just flows the movement from where it was with the backgrounds changed and clean slate for enemies.

    However it is entireley possible for multiple layouts to do the following. At the end of your layout you create "Blacktrancisionsprite2" (which trancisions using fade behaviour to black ) when done(on fade-out finished) you just go to the next layout which would have the a "Blacktrancisionsprite1"(which trancisions from black to transparent (and is destroyed)

    Since the sprite is destroyed when fade out is done ... or by command if you want you make sure its out of memory (if your game is dependant on that) Also since its just a black square it doesn't need to be too big just scale it as needed in the layout.

    That's how I've been doing it altho I did like the layer solution I usually reserve my events for things that are not usually included in behaviours already.

    I hope my explanation helps a little.

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  • Thats a nice solution. In my case I actually use a sprite object with fade which I create or destroy depending on need. (usually because I have a sprite image between stages telling the user which stage theire going to I can even make some animations in the process before fading out the sprite. )

    The layer opacity solution is preety neat tho.

  • Somebody hehe man you beat me to it with the screenshot...

    Nitro187 The style with the colored tabs is the office 2003 one.

    I hope that helps a bit.

    That looks preety neat. I always wanted to make a CCG... Grats so far its looking awesome.

  • If you plan your layout right you can make all 100 levels in one layout it just depends on the type of game you're making and what you need it to be like.

    For example you can have groups of logic dictating the behavior of enemies, the player and even power-ups or items depending on a global variable that carries the current level.

    Also the sprites have to be in the layout so if you use "re-usable sprites for items" in which each frame contains one image of a different item you can spawn them as needed and have them change to the correct frame on command.

    Again it depends on the game your'e building and your current needs. I did that for FreeFall Bird. I have only 3 layouts. one of which is the actual game while the first is just the intro screen and the other is the credits screen. Everything else is handled in events.(lots of carefully planned events i might add)