RandomFellow's Forum Posts

  • You can always try what I did for an in-game pause menu. Make a layer for each tab, make them invisible initially, and then have each button set to make it's corresponding tab visible when the player clicks on it (and others invisible again, of course).

    It's a little more work programming-wise, but it's easier for you in the long run, in case you need to change options in the tabs and add extra tabs down the road.

    Sounds like you were pretty close to coming up with that idea on your own.

  • pascalb1990

    Those little pixel guys scratch my retro itch in exactly the right spots.

    What kinda game is it going to be?

  • PlanetX

    You might be right. Though, I feel like I can easily add character to the larger sprites. Most of the non-trash enemies will be about 1/2 the size of the player or bigger, so I might try working on some of them to see if they work well before I make an decision though.

    ahr Ech

    Damn! You noticed that, too? I was hoping it wasn't that noticeable. I had trouble with it because the front leg covers the back and moving either of them makes it look bow-legged and changing the timing on the movement makes it look like it's limping. All I can think of is to lengthen the body. Any suggestions, master?

  • The ladies love it.

    Windwalker

    Amiga? Ouch, I thought I at least made it to the Sega Genesis.

    PlanetX

    Not a fan of the retro 2D visuals as a whole or not the style of it so far? I'm curious 'cause I've had a bit of trouble translating the charm from the large concepts to the small sprites in-game.

  • C-7

    I'm really loving the level of detail you're putting into the game!

    Do you have any video of the game yet? I'd love to see how everything works together.

  • Unfortunately, I can't. I made the huge mistake of getting a windows phone...

  • "Your goal is to fit into holes"? I hope this game is rated D for Dirty!

    Nah, but seriously. I am diggin' your visual style with a bulldozer! Picking your rocket/trail is one of those simple additions that makes me all giggly inside.

  • Depending on what effect you're going for, physics behaviors work equally well. Plus, you don't have to worry about what direction it's moving to make it look like it's falling.

    The only problems you might run into is their collisions with other physics objects/solids and the unpredictability once they hit things.

  • <center><img src="http://i174.photobucket.com/albums/w89/Popowigeon/logo03.png~original" border="0" />

    Steampunk Giants is a fast-paced side scrolling shooter I've been toying with for awhile as an excuse to practice with Construct2. The concept can pretty much be summed up by one sentence: any problem can be solved by shooting it. Lots of enemies mean lots of explosions.

    As of now, I've got the player controls working pretty well and some of the more basic enemy AI working as well. I'm currently working on making some interesting enemies (both in visuals and gameplay terms), so I thought I'd post a few sketches I did for ideas so far. I'm going for a goofy cartoonish design, something similar Metal Slug and the like.

    </center>

    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/concepts01.jpg~original" border="0" />

    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/creeper01.gif~original" border="0" />

    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/concepts03.jpg~original" border="0" />

    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/concepts02.jpg~original" border="0" />

    And to show I'm not just blowing smoke up anyone's skirt, a quick ingame screen:

    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/screen1_02-10-14.jpg~original" border="0" />

  • CrudeMik

    Incredibly well done! The visual style gave me tingles!

    ... also... was that a Kerbel Space Program poster in the kitchen?

  • spongehammer

    Flattery will get you everywhere.

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  • Still working on Steampunk Giants...

    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/screen1_02-10-14.jpg~original" border="0" />

    Great. Now you're responsible for me knowing what Iconoclasts is...

  • You don't necessarily need to have a lot of objects to control the camera at least. I use one generic sprite I call "focusSprite" and just change it's position depending what's going on in the scene. Then, just destroy it when the scene is over. That way, things won't get over cluttered with extra objects and make it easier to work on more cut scenes along the way.

    I haven't messed with anything but arrays so far, but they're what you want. They're basically databases in Construct2, the way I understand...

  • Once again, C-7 is beats me to the punch with that big, juicy brain.

    Try playing around with multiple Scroll to objects, too. You can get some interesting effects, like zooms and such. When you have multiple scroll to objects, the game tries to average the camera position between the two so both objects are in view. So, with a combination of other tricks, you can create some really unique camera movements.

  • I have to admit, you had me at the title screen.

    I've no idea what this game is going to be like, but I already have lil' pixelated stars in my eyes because of it.