ryanrybot's Forum Posts

  • jayderyu, that sounds pretty much what I was thinking. I"ll have to make some design changes to accommodate the mouse, like crosshairs and some small changes to the vehicle movements, but it might work.

    megatronx, context sensitive controls is a good idea, but just about everything can be used at any time. There really is no situation where one thing is relevant, while something else isn't.

    I'll post my current build in the WIP forums tonight and link it here as it's probably easier to play than to describe how it plays.

  • That is so true , and it's something that I was struggling with... Do I make a game feel great to play using a peripheral that only a few people have, severely limiting my audience, or do I support everything, even if I feel it doesn't have an ideal control scheme?

    I think I will come up with something for keyboard after all is said and done. I know it's the right choice but it feels like a compromise between what I think the game should play like, and player expectations for a PC game.

  • Thanks for the feedback Colludium and jayderyu!

    You guys are probably right that it's a bad idea. I'll probably have to bite the bullet and incorporate the mouse as well, which should work but I just wanted to have more traditional platformer controls.

    Gamepad controls are currently:

    Analog/d-pad - Cannon rotation/movement

    X - Shoot/Action (hold for charged shot)

    A - Jump

    Y - Enter/Exit vehicle

    B - Shield (also pulls in item drops)

    Left trigger - Speed boost powerup

    Right trigger - Brake

    Left shoulder - Weapon select (multiple selections)

    Right shoulder - Weapon cancel

    Start - Pause/map

    What I can do is have have cannon rotation and shooting mapped to the mouse, and the movement mapped to the keyboard; more like an FPS. It would play quite different compared to the gamepad, but I may just have to suck it up and do it anyway.

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  • You know whats sad about this... your game kit looks a lot more polished and feature complete than the game I've been working on for the last year and a half.

    Looking amazing by the way!

  • Hi everyone!

    I have a slight dilemma. I'm getting quite far into developing my game and have decided that the keyboard may not be the best, or even viable option for controlling the characters. First off, there's just too many buttons used in my game. Every button on a 360 gamepad is being used and up to 4 or 5 buttons will need to be pressed at a time (that includes 2 buttons you need to press the d-pad at an angle). A lot of keyboards don't even support that many simultaneous key presses.

    For me, the game feels comfortable to play on a gamepad, but on the keyboard it just gets very cumbersome and hard to accommodate for.

    So I have a question... Is dropping keyboard support for my game a dumb idea?

    ...or is it perfectly okay for a PC game to have gamepad support only?

  • Brute got a mention on RPS today!

    http://www.rockpapershotgun.com/2015/08 ... ore-309753

    I just came to mention this. Everyone seems super excited for it, including myself. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • You could always use an instance variable.

    On jump, set variable to 1. On jump, if variable =1 - play second jump animation and double jump.

    When you land set the variable back to 0.

    Something like that should work.

  • It's not just about collisions, it's also to do with fillrate and overdraw. Transparent pixels still need to be drawn and take up memory which will kill performance a mobile device, or even a desktop in severe cases.

  • I would agree with LittleStain, that your method is highly inefficient. You will definitely run into memory issues especially on mobile.

    The best way would be to use individual sprites. Tilemaps would be another good option, although the irregularity in your level design would make tilemaps a little more difficult to use.

  • I'm in love with your art style! Keep it up! It looks like your making good progress.

  • I would say no, you don't need any special tilemap programs.

    Personally, I find tilemap software to be too limiting and just use Photoshop, which is something I'm more comfortable with. You could achieve very similar results with other programs, such as GIMP or Paint.NET, both of which are free.

    It might be easier to make one base tile (say 32x32px) which you would duplicate and use as starting point for the rest of your tiles. It's also best to draw all your tiles in the same sheet, instead of as separate images so you can compare as you go, but if they all use the same base tile this shouldn't be a problem.

    Most paint programs I know can set grids so you don't have to worry about misalignment, which is pretty much what tilemap programs do anyway.

    I hope that helps.

  • You could post your capx and maybe someone can take a look...

  • Hey guys, here is a small arcade game I began to work on one week ago, you have to hunt ghosts and destroy them by linking them with your mouse/finger

    Wow, nito! This game looks quite polished! Well done.

  • hehe well i think didnt explain well the problem, every door used a different key.

    Haha, well in that case maybe something where you could reference the event sheet through the object, and it would only show the events related to that object. Maybe that would be the best of both worlds?

    If each object had it's own event sheet I could see debugging being a major pain.

  • Not to say these aren't good ideas, but for the doors example couldn't you just create a family for all the doors and then just have one event for opening them? That to me sounds like a better solution instead of having to go into the properties of every door and setting it from there.