saiyadjin's Forum Posts

  • that looks pretty good for spawning random, but what if i want my bullet to fly a bit more... ? i've attached a picture as example.

  • so i have a object - let's say it's a huuuge box.

    it's collision is a square. now if i hit from the left with bullet it will hit "on collision with .. spawn explosion.. bla bla" , that explosion explodes exactly where it was hit. If i do it from up, left or bottom, same thing.

    how can i make that explosion appear randomly inside that square? (or prolong a few milliseconds of bullet flight and then destroy it - causing random explosion)

  • now i've found one thing that i can't understand at all.

    1. i have a sprite with 20 animations, i put custom movement on it. Then i create event

    create object (that sprite), then event that sprite.set angle of motion 90 and speed 20. My object goes to the right - wtf? I change to

    180, goes left? 270 goes right again. Something between - always left and right. WTF IS GOING ON?

    2. and this is what i wanted to ask about bullet behaviour. since i couldn't do that thing under 1 with custom movement, i've decided to use bullet behaviour. doing the same thing (90°, 20 move speed bla bla) works exactly as expected. but! (always a butt (or someone give me an example of it, because i have like extra 200 events for setting angles -__-)

  • https://jsperf.com/objectsashashes

    seems that complexity is still O(1) for all, but real performance (in Opera) is solid, except for destroying - where it's bad.

  • this plugin needs update, chromium gets massive flickering and texture misplacement, some textures do not even appear.

    this bug i get in Opera / Chrome (Both use chromium engine), haven't tried FF / IE / mobile

  • what is your hash tables algorithm complexity for insert/remove/read(search/find)?

  • this thing seems very very interesting.

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  • nice textures, good for backgrounds, good work!

  • i test them with f5.

    (PC)

    my first game is gonna be roughly done & for PC so it's mostly gonna be PC tested, but i will test my 2nd and later games with droids and apples

  • pngoo is good. but i use it in another matter.

    1. prepare images for animation

    2. use pngoo on those images (pngs)

    3. import animations from optimized pictures (They do not lose quality, only metadata and color data (you can't really see difference)

    4. export brutally with construct 2 - should be best savings

    IF you are still not happy, open folder images when exported - use PNGoo on those images too (These usually lose quality after exporting substantially (i got aliased images usually) ) - still if high enough resolution, that might not happen, it's up to you really.

  • here's the ideas list that i said i will write down:

    • story telling
    • perks for captains
    • customizing captains
    • flying / underwater enemies
    • flying / underwater weapons combined with surface weapons and more

    these ones are the ones i missed from the upper post list

  • i've finally completed generating level 1 (around 3 mins generated terrain). at the end is a boss fight which will hopefully if i balance it good last at least another 2-3 minutes which will make a great first level .

    this will be a PC exclusive (because it's hard to make it mobile and will use a bit more memory then most games) - will go through html:

    Now here's a list of todo:

    • add enemies with pathfinding and line of sight
    • create a function to update enemy animation depending on their angle (that's how my ship works too)
    • generate enemies througout level
    • create their movements
    • fix mine coloring
    • add "death" animations to some objects that yet have no death animation
    • add boss enemy
    • think of and implement boss fight / boss AI
    • fix effects like boat foam (if anyone got a good example PM me pls )
    • add explosion effects
    • add collision detection with enemy boats / collectibles
    • add logic for collectibles and bullets
    • fix islands outline (should be without for better blending)
    • fix loader layout (which i never got to work :/ )
    • fix main menu
    • add GUI
    • add "end game" scene
    • add score showing (maybe even publishing to twitter and stuff)
    • adding gameplay logic - hp / damage / weapon level / etc.. to boat and enemies
    • adding small hp bar and showable label over all objects that are hit

    i think i've got it all now

    there's a lot to do but i hope level 1 is done fast and i can show you what has been done

    now i'll list some ideas here for next levels and stuff (more advanced stuff):

    • customizing ship
    • choosing a captain (with stats)
    • more collectibles and stats on ships
    • world map for selecting missions
    • different cultures enemies (greek, egyptian and more sea monsters )
    • "missions" - like save the city, etc... all ending with a massive sexy boss battle
    • destroyable enemies (part by part) (usually just bosses)
    • perks?
    • scoreboard/leaderboard

    (gotta check my notebook at home what i wrote else) - anyway these ideas are free, feel free to use them in your games

  • thanks guys for recognition

    i like everything i saw up here from everyone, people really do work hard for these games and i am doing the best to bring you a great experience with my upcoming (first) game ever.

    anyway to answer your questions - my game is not like pirates gold. it's more of an hardcore shoot em up - you drive your ship and shoot... cannons on different enemies - (some of enemies will be - pirates, sirens, sharks, peeping holes from water, mines, kraken, and much more).

    ofcourse different enemies will bring different score (even minus score there will be) and will count.

    i was thinking also to include some missions like where you have to shoot a big monster to take it away from attacking city that's drowning in water, and then enter stage 2 to fight the boss on open sea, and such ideas... but there's a lot of work even on level 1

    i know it's hard to get the picture from still images, but i will be thorough with screenshots, and i will show you a video once level is completed (yes i'm on level 1 atm ( i expect 3 levels for begginer is enough) ) (sorry for long post)

  • noone comments on my stuff ever i guess it sucks too much

  • i've added some mines / bouye's on water,

    mines need a bit more work, they create a bit of dark water around it, should i leave it like that or change to be more like water color?

    also this is a part of level : )

    i know it looks horrible on this small image, but it looks quite nice when playin'