ryanrybot's Forum Posts

  • Phew! It's certainly been a while since I've posted about the progress, but things are getting done albeit slowly.

    I've made a video containing some of the new things I've added in the past month or so.

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    The shield is getting closer to being finalized and it now pulls in the item drops. The water has been added and tweak into something that resembles liquid. The movement feels pretty good now, entering and exiting the water. Also and jump extension power-up has been added.

    A few small things have been touched up, like the hover flame and the energy drop.

    I'm going to continue working on the shield, especially the mechanic behind how it will absorb projectiles, and then work on enemy behaviours.

  • Here's a video showing some of the progress I've made.

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  • You can add all your control input events into a group and then disable/enable the group based on whatever conditions you want.

    So you can have a group called "Controls" which will have all your control events in it, then have something like 'Ball - animation rolling playing ----- System - Set group "Controls" deactivated'. Then do the opposite to reactivate. 'Ball - animation rolling stopped ----- System - Set group "Controls" activated'.

    I hope that works for you!

  • Raycasting would work perfect for this.

    Here's a helpful capx by sqiddster, which should get you going in the right direction. https://www.scirra.com/tutorials/902/li ... raycasting

  • I hate being the guy to just link to the manual, but it really explains it well...

    https://www.scirra.com/manual/142/families

  • You could try putting all the enemies in a Family. If you reference the family in your events, each instance will move individually.

    So you could do something like...

    Every "random(A, B)" seconds -- EnemyFamily is on screen ----------- EnemyFamily - Y vector "number"

    I think that might work.

  • Looking good so far! The movement looks nice and smooth and it sounds like you have a good base from which to work off of.

    Can't wait to see more.

  • You may want to read this article by an incredible artist on the struggles of creating good art. He mostly talks about pixel art vs HD graphics, but also touches on what makes animations good or bad. It may be a good read if you are struggling with which direction to go, or how to improve what you have.

    http://www.dinofarmgames.com/a-pixel-ar ... pixel-art/

  • Hi Ashley, I had a question about draw calls.

    You mentioned that each alternating tile would have a separate draw call.

    So, if we had a ground texture and wanted to add a variety of rocks in the dirt, would it be more efficient to have a tilemap with different rocks drawn on each tile, or one tilemap tile for just the dirt and have separate rock sprites placed over top?

  • As long as project Spartan turns out to be a powerful compliant browser I'll be happy. I wouldn't mind some sort of Xbox compatibility though.

  • Congrats on releasing!

    From the looks of it everyone has nothing but good things to say about your game so far, which much be so exciting!

  • Unfortunately IE9 lack many of the necessary features needed to support HTML5 games. I might be wrong about this but IE9 will probably never be able to run games made in C2 reliably.

    Unless Microsoft moves IE to a rapid release cycle it will always be an outdated browser. IE9 is 4 years old now, which is ancient for a browser. Your customer needs to understand this if they wish to use modern web apps.

  • Yep, Ctrl-F5 works on every browser. ...or at least all the ones I've tried. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    What I do when uploading a new build for testing might not be the most user-friendly way, but it works. I upload my game to a new link, usually by posting the game in a folder with the date as a name.

    For example, http://yoururl.com/randomgame/5-26-15/index.html, and then next time I upload I use a different date.

    Then I would update the link on the forums, or you could send the new link to the user. The problem is you can't save it as a bookmark, which would be the easiest for a client.

  • I know it's not a solution to your problem, but Ctrl-F5 is a quick way to clear your cache upon refresh until you get the updating working.

    As a web developer, I feel your pain with things not updating for users after a change.

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  • Looks like a blast,

    This is right up there as one of the coolest projects I've seen on these forums.

    The sprite work is outstanding!