retrodude's Forum Posts

  • I'm guessing this is to get some starting rep/badges for you account?

    But anyways, welcome to the community <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Very nice job Rory, I'm diggin the graphics and the gameplay <img src="smileys/smiley17.gif" border="0" align="middle">

    My irrational fear of unicorns was one of my favorite games in the scirra arcade because it had surprises like the cave of truth and evil unicorns which threw me off and made it entertaining

    I really like the idea of switching between the four monkey's as it makes the game alot more entertaining <img src="smileys/smiley4.gif" border="0" align="middle">

    The pixel art also looks fine tuned so great job on your work, the game definetly has potential.

    I was just wondering if you could kinda explain how your shop works for the items?

    Do you have separate sprite objects that pin to your character? Or is your shop setup so when you click on the item your main player just changes animation?

    Hey everyone,

    I'm here to announce a game I've worked on for awhile now, something for the iOS (and hopefully Android). You may know me from my previous work on the Scirra Arcade - "My Irrational Fear of Unicorns".

    I have a kinky obsession with weird titles I'm afraid, so this game is titled..

    <img src="http://i.imgur.com/EkeZx2C.png" border="0">

    <img src="http://i.imgur.com/AColmkA.png" border="0">

    To introduce the game, here's a brief description,

    o Go Monkey Squad is a 2D Endless Run & Shoot game made for the iOS and touch screen devices. You play as four monkeys which you can switch between, each with unique powers and fighting styles. Rico the Ricochet bullet monkey, Kuno the Katana wielding female fighter, Malfozzo the level 9001 wizard and Cybo the monkey who can shoot lasers from his cyborg arms. Stringing together large combos is the goal of the game. Keep on playing to earn Bananas to unlock new hats which each give your monkey different bonuses and abilities.

    Some things to note, the game is highly inspired by the success of the game "Punch Quest" by Rocket Cat games, and it is still under heavy development. So the shops are only working for Rico, and the game is obviously still too buggy for the iOS release, but I hope to get some good feedback here.

    Take note, I've enabled keyboard controls for jump, so you can try that out. Also there are only two kinds of stages done at the moment.

    No. 1 - 5 on your keyboards are cheat functions for testing purposes!

    1 - Rico gets Max HP

    2 - Kuno gets Max HP / Unlocks

    3 - Malfozzo gets Max HP / Unlocks

    4 - Cybo gets MaxHP / Unlocks

    5 - Gains 300 XP and Levels up

    <font size="4">Click HERE to play Go Go Monkey Squad (Test Edition)</font>

    A big thanks to Scirra and CocoonJS for the great softwares that are making this game possible.

  • I'm guessing you wanted something more precise? I think he has his text set to a variable so whenever his weapon collides with the enemy it just adds a value of one to that variable.

    The text then just outputs the variable on the screen and has it increment by one each time the weapon collides with something.

    Okay ...

  • You would probably get more replies if you post this in the "How do I" section rather then tools/resources

    Hello Scirra community!

    Based on what I've read over the Internet, it seems that the following question has many answers:

    How can I create a website where users can redeem codes that I've generated? I'm looking for a system/service that will allow me to generate such codes, and to manage my giveaways.

    Any good recommendations? Solutions?

    Thanks!

  • I haven't yet tryed it out since I'm fairly busy, but there is a tutorial on an example of how it works

    Interesting...I also had some issue with it, this will help :)

    by the way, how will you store the information of your items? you go out to main menu, access store and buy anything, and then back to the game

    I'm not really familiar with data storage though, so maybe you can share any knowledge about it?

  • Yea I see what you mean, also fps wise it would generally slow down my game even if I were to destroy all the sprite objects in the beginning. It would probably be best to have 1 sprite object with multiple animations.

    Thanks for the input, same goes for Palkost <img src="smileys/smiley17.gif" border="0" align="middle" />

    Like Palkost say, you can make a sprite named "weapon" and inside, all the weapons animations (swordstand, swordattacking, axestand, axeattacking, etc). With events, you can call the animations when the main character have a weapon in his hands.

    For example:

    If hero.weapon = 1 -> weapon set animation "swordstand"

    If hero.weapon = 2 -> weapon set animation "axestand"

    Of that form, you only have 1 sprite and not need destroy and create a weapon sprite every time the hero gets a new weapon.

  • I was wondering if anyone could direct me in making an in-game store, not a real cash store where the player has to invest there own money but rather a collect coins in-game to buy equipment store.

    Basically I have a character sprite that has a weapon sprite attach to it and I want to make it so that when the player gets some coins in game they can go to the main menu, enter the shop and then switch the weapon sprite with another weapon sprite after they buy a weapon using the coins they collect in-game.

    The main problem is I'm not sure how to do this. Would I have one weapon with a bunch of animations? Or would I have different sets of weapon sprites all with seperate animations? Also how would the choices made in the menu store transfer to the game?

    I would appreciate any pseudo code, examples, logic or even maybe an idea on how I can do this so I could try it out

  • Hmm..

    Maybe after a circle is spawned you set the circle to spawn random sprites at locations inside the Area of the circle.

    If the area of your circle is 200 then the radius is 100.

    So maybe something like this:

    Event>>>Circle on screen

    Action>>> Create object on positions (circle.width/2 + random(-100,100),circle.height/2 + random(-100,100)

    I think this will spawn enemies within the radius of the circle and then add or subtract a couple of distances within the circle. The -100 to 100 is the interval I guess, so once the position of half the circle is decided the system will either subtract or add a value between -100 to 100 to the center point of the circle giving your a random spot within the circle.

    You could probably replace the value of 100 with the radius that you want for your circle

    Hiya

    Any ideas how you'd make enemies randomly spawn within a circular (or any irregular) shape?

    I don't want to hard code spawning locations if possible.

  • Have you tried to invert the "platform is moving" event?

    When you invert an event, its basically doing the opposite. For this example its basically saying if "player on platform behaviour is not moving" then do action.

    To invert just right click on the event "platform is moving" then click on "invert"

    I guess the pseudo code would look like this:

    Event: invert platform is moving--->>

                                        Action: set animation of player to "standing"

    So if your player isn't moving then it automatically sets the animation to standing no matter what frame or animation your on.

    Is that what you want?

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  • Oh I see thanks for the explanation. It did start to run once i removed some art assets but its a shame since I had to take out quite a bit of it..

    Also just because it's 3D doesn't necessarily mean it'll take up more ram. 3D games use 2d textures and audio the same as 2D does, so 3D could actually use less. It all depends on the assets used.

    And again, remember that assets in ram are decompressed, so an 8mb project is much larger when in ram.

  • For those who are wondering I do have the full paid version of C2, but its not on this account

  • Even with that low amount of ram I was able to run much higher quality games, such as need for speed most wanted without much lag. And wouldn't 3D games take up much more memory? The game I have now is an endless runner with 2D art assets and a file size that is only 8mb (2mb comes from a soundtrack) with one layout (I haven't added a menu yet). I also haven't used any third party plugins or the physics behaviours, so I find it kinda odd that it would crash mid-way into the loading screen. I guess I'll try to limit the object count at the beginning

    A google search reveals that device only has either 256 or 384mb of ram, so that's not that much to work with when it's also being taken up by the os (keep in mind assets in memory are decompressed, so they're much, much larger). The only way to deal with it that I know of is to have less different objects (not instances) in a layout at once, or reduce the resolution of the textures.

  • On the Sony Xperia x10, but I haven't had this kind of issue with a previous game I tested on cocoonJs, but then again it had less sprite objects. What would be a more efficient way to load images slowly? My game has a bunch of bullet sprites running at the start.

    What device are you trying to run it on? A common cause of crashes is running out of memory from too many assets like images and sound being loaded at once.

  • Could someone list possible problems as to why some html5 apps might not work with cocoonjs? Such as screen size, layout size, no third party plugins, examples such as that.

    I'm having trouble running my game on cocoonJs as it keeps crashing when I try to run it, but I think its due to the layout size, and window size, so I'm looking for a troubleshooting guide or tips on the format your game has to be to run in landscape mode in CocoonJs.

  • Have you tried the pin behaviour? You should beable to pin one of the objects to the other objects image point through the pin behaviour