ryanrybot's Forum Posts

  • The enemies are in families, but that is most used for hit detection and movement timing.

    Currently I'm using the platform behaviour for the enemies, so if they go underwater they would need their gravity, max speed, acceleration, etc. adjusted. I have it set up that on overlap with the water I store the initial value in a variable and set the new value, then on exiting the water restore the old value from the variable. Since most enemies types have unique initial values, I'll still have to store/set the value depending on if they are underwater or not.

  • I'm really digging the new 505! The new angles make it look pretty rad.

    I like the new hud as well. A minor concern would be that the smaller text doesn't have room to breathe and may not be entirely readable at a quick glance. The larger text in the top left helps balance the space, as well as utilizing the bottom corners for UI elements. The single biggest hurdle with designing a UI is deciding what your primary, secondary and tertiary elements are and only showing what is needed at that moment. If you show everything, it actually become less efficient.

    Excellent, progress though. I can't wait to see what you come up with next.

  • Hi everyone!

    Just wanted to give a little update on what's going on with the project and why it's taking so long to get some of this new stuff done.

    Currently I am working on underwater mechanics, which turned out to be more intensive than I thought. Thinking about how the vehicle, character, projectiles, enemies (and all the effects that accompany them) behave under water is taking a while. Knowing the limitations of what mechanics I should implement to keep the project from bloat (and eventual failure) and thinking of how the level design could accommodate such mechanics is reshaping my ideas.

    Since I want to have one giant layout to have my game world, and have some areas that are flooded or other environmental hazard, I can't very well have just any old enemy follow you into a flooded area and jump into the water with you. If I had 50 enemies, that would mean I'd have to have double the movement behaviours depending on if enemies are underwater or not. So my idea was to have every section separated by a quarantine room (might also double as save rooms) that would euthanize all creatures when they enter. These rooms would also serve as my jumping off point for resetting the creatures in the next area. This would actually fit with the story I have planned, and I hope won't feel misplaced. Ultimately it's my hope that this will relieve some of the workload of having to write 2 or 3 X as many events for each enemy, while also giving me a convenient point to reset some stuff.

    On a side note, it's spring here and as a parent of active kids it's hard to find time to sit and work on my projects. So that is also delaying development a bit.

    Thank you for being patient with me. Everything will get done, it just might take more time while I try to figure everything out.

  • This is too cool for school! Great job!

  • DoudouSupreme and SVEDEN11, thanks a bunch!

    I went to bed last night thinking I really messed up on the lerp calculation, so I double checked the lerp and dt tutorial Ashley wrote https://www.scirra.com/blog/ashley/17/using-lerp-with-delta-time, and boy was I way off.

    I have fixed the capx, if you want to use a more reliable calculation. ...hopefully.

    https://dl.dropboxusercontent.com/u/30500491/sun-lighting-effect.capx

  • Is this the effect you're after?

    Just move the mouse around.

    https://dl.dropboxusercontent.com/u/30500491/SunzInYoFace/index.html

    Here's the capx as well.

    (latest beta version needed)

    https://dl.dropboxusercontent.com/u/30500491/sun-lighting-effect.capx

  • No problem!

    If you haven't figured out the lighting bit by the time I have some free time tonight (in 8 hours or so), I'll make a capx for you.

  • If it's the sun and moon lighting you are referring to, it should be quite easy to do.

    -First, create a round gradient the color of the sun (can be done on a black background if you want), and a sun sprite.

    -Animate the sun sprite moving across the sky on a layer underneath your foreground layers.

    -Make sure the gradient is on the top layer above the foreground layers. (if you made your gradient on a black background, set the blending mode to 'add')

    -Create an event that sets position of the gradient to the current sun position every tick.

    -Tada.

  • Loving the gameplay so far. Quite polished and quite hard.

    On my Phenom II X6 1090T, GTX 570, 8GB RAM the game runs 60fps, cpu at 33 and mem usage at 25.5.

    If you're taking suggestions, I would suggest not to have bottomless pits underneath where you can't see. Most times I died was because I jumped down and realized there was not going to be any platforms underneath me.

    ...which segues nicely into the bug I found. If you fall down a bottomless pit and die, the next time you start the game and jump you will explode.

  • Thanks MadSpy!

    I have some other things in the works that I hope to show pretty soon as well.

  • Momo in the project properties there's an option called Pixel Rounding that could be turned on, which should solve the first issue.

    As for the second issue, go into the sprite of your peaks there and click on the crop tool in the image editor. That will add a 1px transparent border around your image which will eliminate the 1px line.

  • Great job so far!

    This game reminds me of Sleepwalker for the Amiga CD32. The concept is pretty much the same.

    I look forward to more.

  • Here's a small update for everyone.

    I made a force field last night that I think will work well. With a few tweaks I'm sure I can get it looking pretty cool.

  • That is one awesome looking boss, ! The cables certainly turned out well.

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  • Thanks for the kind words and procrastinator! It's all coming together, albeit slowly. I've had some new ideas that I think will be fun to play with.