robertjs3's Forum Posts

  • You could try this, if you want to have more control:

    More random means more randomly distributed over the spread. 0 means equal distribution over the angles, 1 means completely random over the spread angle.

    Of course you can also load instance variables instead of using local variables for spread, randomness and projectiles (not for a though).mindfaQ2013-10-18 16:40:47

    This is great! I'm going to implement this.

  • Wrangler

    love the pixel art, I want pixel art in my game, but I am worthless at art...where is a good place to start learning?

  • You could experiment with the bullet behavior.

    If you set it like you "kicked" the ball you could then set the gravity of the ball to a negative value and it will drift upwards at a speed dependent on how high a number you choose.

    Then if you wanted it to go down when you pressed down you would set gravity to a positive number.

    The rotate behavior can give the ball a sense of spinning.

    Also a good thing to note is values like gravity and speed are based on pixels. So 100 gravity means that the projectile will fall at 100 pixels and rise 100 pixels at -100 gravity.

    One last thing is that the play button with the bug on it is very useful for testing out variables like gravity which you can actually change on the fly so you don't have to constantly close your game and reopen it.

    so i figured out the pressure plate thing for now. I actually changed my idea on the speed determining if a switch is pushed. May implement it later but i did figure out the curving bullets, I used the sine behavior so the bullets curve all crazy. I lowered their power so they don't do as much damage because that could be overpowering. thanks for the help

  • > I am working on my very first game. I am planning on doing it a top down shooter hotline miami style gameplay, and a cross between the movie ,"The Raid." So there will be lots of guns, martial arts, and blood. You will go up different hotel floors or apartment complex floors, havent decided on the theme yet.

    >

    > Or another theme will be you are a Marine invading a bunker in Afghanistan and are trying to get Osama as you go down further in the bunker there will be suicide bombers and have to break up the terrorist cells and leaders as you progress...I have probably a year to go, but I am excited for this, if it turns out anything like I envision it to be could be cool.

    >

    I love The Raid, just saw the new one and it was freaking awesome!

    Sweet, I haven't seen the new one yet, looks amazing though. If this game is done right could be sweet, I'm talking about a pixelated art style and throw in some unique ideas I have with that martial arts. Hopefully in the next couple months I will post a demo

  • > Everytime I see the name of this thread, my first thought is... "Yes, But I am keeping them all to myself..." followed by maniacal laughter...

    >

    >

    >

    >

    Ive read in a couple places lately that 'you shouldn't be afraid to put your ideas out there..' , reason being that you get useful feedback from showing off your project, and anyway people are too busy working on their own projects to be interested in stealing other people's ideas...

    Personally I have mixed feelings. I think feedback is definitely useful, but it almost feels like you're giving away the golden goose by sharing all your artwork ideas and game concepts in 'post what you're working on' -type threads.. my 2c

    Yea it could go both ways. I am not saying share all of what you're doing until the game is ready for launch. unless of course you aren't going to sell it, then it doesn't matter. But obviously you will have to share with some people like testers, and other people that you have demo the game or else you may be making a game nobody thinks is fun.

    Goldeneye 007, Resident Evil 4, Metroid Prime, Hotline Miami, Orcs Must Die 2!, Counter-Strike: GO, LOZ: Wind Waker to name a few...

  • Hotline Miami 2, Hong Kong Massacre, Fortnite, Mario Kart 8, and Watch Dogs all look promising.

  • I literally just did this do

    system -> on every 0.1 seconds

    action: set text to "varAmmo: " & varAmmo

    the varAmmo after the & should be the global variable you have set.

    I believe this is how i did it, not 100% sure though. I don't have access to look at exactly what I did, but will double check later tonight and respond back if thats wrong. Let me know

  • Alright, playable build time.

    This is the first area of procedurally generated asteroid field you enter whenever you leave your base. For now it'll just loop when you find the exit, but I'll be adding more areas once I've got the base itself working.WASD to move

    Spacebar to use your jetpack when floating between islands (short bursts recommended)

    Mouse to aim and LMB to attack

    RMB to Blink (only recharges when jetpack energy is full)

    Scrollwheel to swap weapons

    E to pick up weapons (only slot 1 [light guns] and 3 [melee] are currently available. 2 will be for heavy weapons)

    ` (tilde) to restart if you die or get stuck. (running out of fuel in empty space just leaves you stranded right now unless you have enough ammo to push yourself back to land with your gun)

    Esc to cancel fullscreen, Esc again to close.

    Work your way across the asteroid field shooting or whacking anything with green on it until you find the orange Phase Crystal. Run into that to warp to a new area. Most enemies have a chance to drop healthpacks or ammo.

    I'd love to hear how it performs.

    This looks really cool, I will check it out later.

  • Nice, thanks for the help. After thinking about it further. Just having a bullet that shoots in an arc should be sufficient. May get too complicated and unnecessary to control the trajectory. Simpler may be better here. I'll let you know what I figure out

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  • izicial

    Let me preface this by saying I am a beginner, working on my very first game. I am probably getting way ahead of myself here with trying to do complex things. You seem like you have good knowledge of Construct 2. I am wanting to figure out how to be able to curve the trajectory of the bullet after it is shot, similar to how you would curve a soccer ball as it is shot in say the old FIFA games if you've played those, and have some minor control of it after its shot by pressing either the arrow keys left or right or maybe other buttons. Where do I start with this?

    So far I made the ghost shooter that the tutorial walks you through, and I have added a few minor features such as walls, and destructible walls.

  • BluePhaze

    Beaverlicious

    Yea but ideas are a dime a dozen. 99% of people will never act on their ideas, because most people are not business people. There is no harm in sharing ideas, people will come up with their own anyway and most likely never take your idea. Just my two cents. I think its more inspiration for other people than risk of someone taking your idea

  • I am working on my very first game. I am planning on doing it a top down shooter hotline miami style gameplay, and a cross between the movie ,"The Raid." So there will be lots of guns, martial arts, and blood. You will go up different hotel floors or apartment complex floors, havent decided on the theme yet.

    Or another theme will be you are a Marine invading a bunker in Afghanistan and are trying to get Osama as you go down further in the bunker there will be suicide bombers and have to break up the terrorist cells and leaders as you progress...I have probably a year to go, but I am excited for this, if it turns out anything like I envision it to be could be cool.

  • Awesome, I will try that. Thanks

  • I am trying to make a top-down shooter and my idea is where the player has to sneak over a specific area in order to not trigger an alarm. So my question is how can i make it where the speed of your character determines if an alarm is triggered or not by walking on a certain spot?