RandomFellow's Forum Posts

  • It's pretty slick so far, I gotta admit!

    Though, if you hit the up arrow, Mega Man does a little hop.

  • RandomExile

    Thanks! That's exactly what I thinking when I looked at the old ones. He has this laid back "I don't care" look that I liked. The downside was that it was hard to make his animations really.... well, animated like that.

    mineet

    Flattery will get you everywhere, madame! I was actually thinking the first new sprite would be the base model, and each item could be equipped individually. So you could wear the brown coat with the black hat and the boots. Making new ones shouldn't be too difficult either, so (hopefully) there will be tons of combinations.

    Maybe even give Goo some fancy hats.

  • The original character sprites I've been using for Super Awesome were basically placeholders. I've been toying with the final proportions and designs, and I think I'm getting closer to something I like.

    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/new.png" border="0" />

    I'm also planning on having equippable vanity items (like coats, hats, scarves, etc) that the player can collect and change out through in-game menus. I think giving the player the ability to customize how he looks will add a level of personal investment in the character.

    ..... I'm a bit of a fashion diva when it comes to my game characters, if you haven't noticed.

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  • rudyardKipling

    Construct2 does have a sort of graphic design portion of the sprite creator, but it's very limited. Most people here use image editing programs like photoshop, GIMP, or SAI to create their graphic assets. Hell, there's even people who use MSPaint to make some great stuff.

  • Have you tried setting up an instance variable for the object and having it generate a random number for that variable when the object is created?Then you can just set the frame to match the variable.

  • Tedg Thanks, mate. I swear I'd look my head if it weren't firmly planted up my bum.

    chrisbrobs You, sir, are a scholar and a gentleman!

  • That did the trick! Runs pretty smooth. Thanks again. I probably would've snapped my desk in half with my forehead without your help.

    Now all I need to do is measure mouse velocity, and people will be hurling boxes at each other like champs!

  • Thanks for the quick response, Genki! That's what I love about you guys in the community! That, and your snappy fashion sense.

    That's actually what I have running right now. The only problem with it right now is when gripping smaller objects, and sometimes the larger ones, the player will lose control of the object if they move the mouse too fast. (Though, I think it might be a problem with where I placed the origin points)

    Eventually, I want to add the ability to pick up and throw objects, and moving the mouse quick enough to throw objects far enough might be a problem.

  • I'm afraid I already know the answer to this question, but I thought I'd ask just in case.

    Is it possible to change the button that triggers the DragDrop behavior? I've scoured the mouse, system, and behavior events (not to mention the forums), but I can't find a thing.

    I know it's possible to piece together your own drag-and-drop functions without the behavior, but I'd hate to have to go through all the trouble if I didn't have to.

  • I wouldn't worry. I think the reason it was tough to find an answer was because there's a lot of different ways to do this.

    I'd suggest setting a global variable to tell which weapon or item you have selected (1 for fire sword, 2 for ice sword, etc), and set up sub-events under the event that triggers your attack for each weapon.

    I'd recommend a global variable so the player doesn't have to keep switching items/weapons when they transition between layouts.

  • It looks like the new links are broken as well.

    Though, I gotta say thanks for all the ideas so far. This has been a subject I've been having trouble with for awhile myself.

  • Those look great! Makes it look like an oil painting.

  • This is a pretty great start, especially for your first game! I really like the ship carrying all the power-ups. Reminds me of Sinistar.

    You might wanna slow down most of the asteroids and comets though. They soar on-screen really fast, and it's sometimes hard to dodge. It also means the best strategy for destroying them is blindly shooting off screen and hoping you get lucky.

    Keep at it, mate! It's looking good!

  • Yeah... that's definitely not a secret passage. XD

    Do you know where you were when you fell through the floor?

    The main character looks out of scale compared to the background ;]

    Good eye! Most of the species on the island are about half the size of the average human so a lot of the visuals are gonna make Rad look like a giant.

  • I know the feeling, nimbusfool. It can get intimidating when you go it along, but stick with it. It gets easier as you go.

    And you've got one person, at the very least, really into it!