Savvy001's Forum Posts

  • Great news indeed!

    ryanrybot

  • Thank u iceangel

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  • bono

    U probably linked the angle they are moving towards, with the movement off the players x&y.

    While that may look like the way to go, it serves the problem that when the player is moving on x or y the angle of the monsters is also set.

    Its like holding a ball on top of your arm, when u try to move the arm underneath the ball, the ball starts to rotate.

    The rotation (angle) off the ball is linked to the x off the arm.

    Try using the (angle) expression instead.

    Action

    Move at angle

    Expression

    angle(moster.x,monster.y,player.x,player.y)

  • Darn, if links are down (having provider issue).

    Then i hope they are up again in the morning.

  • The fixed firerate definitly got me on edge, so thats working as planned

    I was out of the room pretty fast, so i got more space to kill them.

  • Nice Start!

    Wanted to shoot faster but the game wont allow me.

    Maybe a tweek so the player character decelerates instantly.

    I was trying to position myself and shoot, but went sliding on and missing my shot.

    Also i like the dark and half dark to full vision.

  • VictoryX

    In my game Teleblob i went for using the Tilemap object for the terain and after loads of thinking and trying i kind of perfected the use of it "with mining in mind".

    You can see a glimpse of it in this vid

    The nice thing is that the Tilemap setup i use is 8000 x 8000 and it can easily be bigger, but because my game is Online Multiplayer i kept it this large.

    But 8000 x 8000 is still pretty large.

    The most difficult thing with the tilemap was that i could not use a array to store all tile data.

    What i did was use the tilemap image blocks as animations.

    Lets say the tilamap image uses 15 tiles of the same rock, but each a little further destroyed.

    Then when mining, i set (estimated) after 0.3 seconds the tile one number further down.

    From Tile - To Tile (takes 0.3)

    Tile 15 = 100% block

    Tile 14 = 90 % block

    Tile 13 = 80 % block

    Tile 12 = 70 % block

    Tile 11 = 60 % block

    Tile 10 = 50 % block

    Etc

    This enables the animations of the blocks while using the Tilemap.

    The time it takes to destroy them from 100% to 0% = 0.3 seconds x the amount of tile images used. (seconds can be altered per block)

    Especialy for online games this is neat, because it keeps the cpu low so more frames are left over for multiplayer data to be send.

    Hope it makes a little sence what i did.

    (I tested a map of 8000x8000 sprites and it was killing.)

    With this i easily get 60 fps on my pc.

  • bono

    I will upload the latest version in a couple of hours.

    And by all means test it as u like.

    Any good news of low lag while multiple players are ingame is good news.

  • bono

    Beta is not representive to the video updates of the game.

    The beta looks like a completely different game.

    Just so u know

  • Worked on this game for about 36 hours.

    Chicken Egg Drop

    http://youtu.be/kFUuHWt3LAE

  • Looks Awesome!

  • Page not found.

    Thanx!

    Fixed Link

  • Online MultiPlayer

    Chicken Egg Master

    Youtube

    http://youtu.be/kFUuHWt3LAE

    2 player online game (Turn Based)

    Collect Needed Eggs Before Chickens are empty

    Winner is Player with most Egg boxes in the Truck.

    In Game:

    Enter Name.

    Create/Select Room

    (Game Starts when both players have clicked/touched: Player Ready Button)

    Come Play at.

    http://www.pileofcrab.com/Apps/ChickenEggMaster/index.html

  • Due to Lag issues with the platform behavior over internet i currently am forced to pauze develoment of TeleBlob.

    This game is going in the right direction and because i do not want to destroy the game, (by putting out a fun but laggy game) i have come to the conclusion that i need to wait a little longer before continuing on this little gem.

    Its hard to do, but as soon as i can pick it up again (understanding how to prevent behaviors to lag so much, falling through platforms and such) i'l get on speed with the development again.

    We've tested the game multiple times, and its loads of fun already.

    Cant wait to deliver on the future.