ryanrybot's Forum Posts

  • If I understand your description correctly, are you trying to create a browser engine specifically for games?

    Whatever the case, I'm sure that it'll be something special by the time you've completed it.

    I will have to give it a test after I get home from work.

  • Looking really good, as per the usual!

    It's interesting that you went with limiting your weapon energy. I'd like to see how that feels in game.

  • I enjoyed what you have so far The controls were a little floaty; deceleration is a little slow and I found myself drifting a little too much for my tastes, but the game was fun none the less.

    Keep it up!

  • You're doing some fine work UberLou!

    It's starting to look like an actual game now, and not just some lovely art.

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  • has a lot of valid suggestions, and I would also like to add that I found it difficult to hit the middle blocks when there are 3 or more in a row. You have to line it up quite accurately, and even then it may not register.

    You've done great so far, Iolva! Keep up the good work!

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  • It might just be me, since I'm at work, but...

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  • Looking really good !

    It looks like your upgrade screen is just an overlay. I was curious, will you have the game pause while the menu is up or will the game still run behind the menu?

  • jobel Thanks a bunch!

    No, you have a bug! On start of this level hold down left trigger and move around left stick a while without shooting...

    Sorry, I should have given you some warning about that... Holding down the left trigger will drain your energy and the right shoulder button will add one energy tank and give you full energy. It was for debugging when I was setting up the hud.

    My apologies. I will remove the debugging controls for the next build.

  • Thanks ! I'll try to make the game look even better as I progress.

    Ah, JamesXXXYZ, I think what may have happened is that you got hit too many times and were destroyed. When your shields reach "0" the tank object gets destroyed and there's nothing for the camera to scroll to anymore, so it moves to the top left of the layout where the house is.

    If that happens, just hit F5 to restart the test map. I hope that helps.

    Thanks guys for checking it out so far!

  • Hey everyone!

    I've worked on some new weapons and effects this past week, mostly the new missile upgrade.

    If you would like to take a look at what I've been up to lately, you can play the latest build here...

    https://dl.dropboxusercontent.com/u/305 ... index.html

    Let me know if the missile explosion is a little much. I keep going back and forth with the opacity on it. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Good job Muffinmax! It's shaping up quite well.

    I noticed a bug in that when you blow a hole in the wall the adjacent room lights up, but if you leave and come back the room is blackened out but you can still enter it.

    Keep up the good work though!

  • Looking good! I'm getting a TowerFall vibe from it so far.

    Keep it up and you'll have a fun little game on your hands.

  • Create an instance variable for your character. On collision with platform - player.instance variable + 1. One text box that displays current variable. I think that would have the effect you want.

  • Every X seconds

    For each object:

    -distance() <= xxx

    -- Set collisions ON

    -- Turn movement behaviors On

    -- set FX On

    Etc

    -Else

    -distance() >= xxx

    --Trigger once

    -- Turn movement behaviors Off

    -- Set collisions Off

    -- set FX Off

    Is there much of an optimization difference between turning movement, collisions, etc off rather than just setting the object's timescale to 0?

    I'm currently using using timescale myself, and figured if the object was essentially paused it wouldn't take up any cpu overhead, but am unsure if that is the case.