ryanrybot's Forum Posts

  • It's a petty cool idea for a game!

    I only had 2 issues, both with the keyboard.

    First, on the first few levels you had the white character on the right, but controlled with the WAD keys, and the black character on the left controlled with the arrow keys. Having the keys on the left control the character on the right (and vice versa) was very disorienting.

    Second, because of keyboard ghosting I had a hard time jumping and moving both characters at the same time. Requiring someone to press 4 keys at once is going to cause some grief with more than a few matrix keyboards.

    You've got a great concept, and with some tweaks I think it could be really cool.

  • This is looking really trippy! All the particles and effects you use are looking great.

    Keep it up!

  • Thanks Pandadoor! I appreciate it a lot.

    Those are really good suggestions and I will be implementing some of them when I finish with the broad mechanics and concentrate on the polish.

    It's been about a year and a half that this project has been going. I will finish one day, but it will be a while yet. This is more of a fun project, rather than a means to make money, so I'm not really in any rush.

  • I last updated on August 27th!? Oh boy...

    Well, here's another update. Some new weapons and a new weapon select menu!

    https://youtu.be/flDWfXAnHVs

    Before you just used whatever weapon you last picked up, but I thought that making each weapon different enough to warrant switching them would be a good idea. So this is my attempt at making them different. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    There's also a bunch of "new" stuff which is broken at the moment. Teleportation to get back to your vehicle if you get stuck, new enemies, save areas and all that.

    It's coming along slowly, even though it's been months since it looks like I did anything. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Here's some new weapons I've been working on. Lava!

    https://youtu.be/flDWfXAnHVs

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  • You say you are using Spriter and are exporting the animation frames, which results in hundreds of frames, but what you need to do is import the actual Spriter file into C2. That way you only import the parts that make up your sprite and the animation data, not all the frames for each animation. Just look for some Spriter tutorials on their site, I'm sure you'll find something that will help.

  • Wow, thanks fisholith!

    It's really nice to have these expressions explained in a practical way. I will certainly be implementing these into my game.

  • Hey emoaeden and MadSpy, I figured it out with my own equations. Thanks for your help though.

    I don't know why I didn't think of it earlier, but I just needed to find the radius of the thumbstick position.

    Here's my events...

    Hopefully between our combined knowledge other people wont get stuck on the same issue.

  • Thanks emoaeden and MadSpy!

    I'll check out your examples as soon as I get home from work,

  • Hi everyone,

    I am putting the finishing touches a new circular IU for selecting items and am having troubles with the finer details of the navigation.

    To explain how it works, while you hold down the menu button, a circular menu appears. The direction you press the thumbstick selects the item in the corresponding position.

    I have the menu working great by selecting the area between two angles, but didn't want the item to highlight until it passed a certain distance from center.

    Currently I have the deadzone set along the x axis, but that doesn't really feel right when selecting the upper or lower items in the menu.

    Here is a rough mockup of the navigation...

    So I would like to have a specific deadzone along the y and x axis, but am having troubles figuring it out.

    Something like this would be great, where the top left item is only selected when the thumbstick is in the orange zone.

    I'm sure I'm just missing something very simple, but any help would be greatly appreciated.

  • While you're at it you may be interested in looking up some tutorials on state machines.

    https://www.scirra.com/tutorials/search ... %20machine

    It sounds like you already have a plan in place, but it may give you some ideas for organizing your NPCs behaviour.

  • Yep, that's a free version limitation. There's still lots you can do with four layers though.

  • Ok, bye.

  • The boss is looking so ace mudmask! That death animation looks slick too.

    It makes me a little jealous as I'm so far behind on my project.

  • Great job, it has a lot of potential!

    I noticed that the walking angle is not what the buildings and fences were angled at, which makes the game feel less polished.

    It's really a good start though. Keep it up!