ryanrybot's Forum Posts

  • I've been working on some weapons lately, mostly stuff like this...

    There will be a new build up soon. I just have to tinker with a few more things and get them fun to play with, but it won't be until after the Easter weekend.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If I understand correctly all you need is a global layer for the popup and one event sheet just for in app purchases. Just include the IAP event sheet in the other event sheets you need that functionality.

    I hope this helps.

    https://www.scirra.com/manual/85/layers

    https://www.scirra.com/manual/82/includes

  • If everything is working except that you only want the character to climb the ladder when they are at the base, just add an "is on floor" condition. That should fix you right up.

  • I just worked on an identical mechanic and didn't find an acceptable solution yet, so I just left it to have a normal attack when the button is held down for now.

    You could do it by having the normal attack activate on button release instead of button pressed, but it doesn't feel quite right.

    Another thing to try is setting a timer on button down, so if the button isn't released by 0.1 seconds

    (or some other small amount of time)

    start charge, else do a normal attack. That might work, but I have yet to try it.

  • Nice job! It's pretty fun watching the little guy squirm up the side of a wall.

  • That is something I have been thinking about implementing, I will see about working on other control types when I have all the mechanics in place ...and a menu to select them from.

    I'm still playing around with hud elements, weapons selections and such to see what works, but once I have finalized the first control scheme I'll see about implementing other ones. If I have a big idea and change a bunch of stuff it would be far easier to make changes to one control type than to multiple ones. The keyboard and controller are set up exactly the same, so it's not a big deal to just put an 'or' statement in there, but adding full rotation to the cannon with a second analog stick would require me to completely redo the tank's movement. There's still a bit of work left to do, so I thank you for your continued patience.

  • You could also try something like,

    On Fall - every tick add 1 to FallHeight Global variable.

    On Landed, if FallHeight >= (height you want to change state) - Change state.

    Something like that might work.

  • I just played your alpha build and it was quite neat!

    The graphics are just the cutest, in the best way possible.

    There were a few little things that need some TLC, like your sword getting stuck if you land on the floor while swinging a weapon, the camera pushing you to the next room, but it was great fun for a quick build... and tough as nails, for sure.

  • Haha Rhindon! Classics. It's been quite a while.

    Thanks for taking a look, Iolva! I appreciate it a lot.

  • Rhindon, I'm sure if you feel led to do something like that, doors will be opened for you.

    Well... let's see. I've almost finished the weapon select system. It's very much like Super Metroid's, which I liked better than BM's (going into the menu to switch sub-weapons was kind of a pain). I'm thinking of doing a Super Missile similar to the way Metroid Prime did it, where you charge up your shot that uses 5 missiles instead of one. That should keep things simpler, rather than adding more weapon selections to the hud.

    Also I'm starting to work on the graphics for the drops, like health and missile refills, so getting the drops working will be next.

  • It sounds like you've put a lot of thought into this already,

  • Haha Rhindon! You could start a whole movement!

  • in 8 Direction? I can't, because I need the enemy to move in the opposite direction of the attack, and the attack could come in any direction. Unless I'm wrong, vector X or Y only lets you move in specific directions.

    When your character hits an enemy, you need to find the angle between the enemy and the character, then move the enemy 180 degrees from that angle.

    I've never used the 8 direction behaviour, so the logic may need some tweaking based on it's properties. Sorry, I'm not at home so I can't work out a more elegant solution for you.

  • Thank you very much Rhindon! I'm glad you enjoyed it, and I really appreciate the feedback.

    It's really nice to hear that people are having fun with it so far, as it brings me hope that I'm on the right track.

    I'm quite surprised that Blaster Master's mechanics aren't used in platform games more often, especially the ability to jump out of the vehicle and run around, which I think is the bees knees.

  • Hehe! That is a pretty fun game. Good job bilgekaan!