sean080's Forum Posts

  • Here is an updated demo version of a game I uploaded a while back but a lot more cleaned up and things added. If anyone is looking to give feedback the main questions I'm wondering is:

    Too easy/difficult?

    Do you find yourself using the other two weapons (sword/grenade) or just mainly sticking to the machine gun?

    Did you figure out how to beat the ninja?

    thanks in advance.

    Scirra arcade link: https://www.scirra.com/arcade/action-games/killer-kim-and-the-blood-arena-27516

  • Mikal

    Yes SmashTV was definitely in mind when I first started making the game. I recently added gamepad support so you can now play it with dual stick style controls. Two player mode will 100 percent be a feature at some point, I will likely finish a single player run through first and then move on to multiplayer modes. Thanks for trying out the demo and for your feedback!

  • Works perfect, thanks dop2000.

  • The game I'm working on is an overhead game with 360 degree angle/motion. I'm trying to create an enemy character that can harm the player on collision but only when the player has their back turned away to them. If the player is facing the enemy they are able to block the attack. I know this needs some sort of check on the angle of both objects but I'm drawing a blank on what is the right code to use. Any help is appreciated!

  • I tried your game a few times and on the third try I ran into the audio issue just like you described.

    If it helps it happened at around two minutes in, both myself and the purple guy had grown to a pretty large size. I killed about a dozen of the red bugs at that point. The yellow bug had just appeared and was roaming around. I'm not sure what caused the audio glitch, I've never run into something like that before. Hope you're able to narrow it down and find a solution.

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  • guimaraf

    Thank you, I think you may have reached the end of the prototype, I'm working on adding more rooms at the moment. I'll be adding the ranking and evaluation when the game gets closer to complete.

    hyem

    No problem and thanks for the ideas. I like the idea of having to fight in the dark only lit by a flashlight and gunfire. Security cameras is something I would like to use in a future version. I originally planned for the game to be an infiltration mission that took place in a very large mansion and underground lair and this would be perfect for that. That was going to take a much bigger time investment though so I simplified it to a more arcade like room clearing game for now to get the mechanics working. I look forward to sharing an update soon with the new enemies.

  • NN81

    Not the exact solution in my case but I appreciate the reply.

    dop2000

    Thank you. I also hadn't considered the drift some gamepads have so your second example is a great help. I'm sure this will help some players who play my game.

  • This is the first time I've added Gamepad support to a game so sorry if this is a dumb question.

    Here is the code I added:

    The angle that the player is faces is either in the direction they are moving with the left stick or the direction they are aiming at with the right stick (top down shooter). The challenge I'm having is that when both sticks are idle the player instantly faces right at 0 degrees which can appear robotic. What can I change or add so that when the controls are idle the player remains facing toward the last angle that they were at?

  • hyem

    Sure I don't mind sharing the fx. Here's how it was done:

    The shell sprite is spawned on an image point on the player every time a bullet is fired then the code takes over from there. 'Shellguide' is an invisible sprite pinned to the player sprite just off the side of the gun. I know this can also be done without the need for the invisible sprite but it was the quickest way I came up with at the moment.

    Thank you for the feedback and suggestion. I'm trying my best to keep the challenge progression balanced. Honestly I'm finding it one of the more difficult parts so far in making the game.

  • dop2000

    Thanks, this example works exactly how I asked.

    I also have more complicated scenario and wondering how this code would translate to it. I'll use a similar analogy.

    Imagine a person walking a dog. The person has a free range of motion and is controlled with 8way direction and can go anywhere. The dog also can be controlled with 8way direction (like a two player game) but is limited by how far it can move away from the person because of the leash.

    So basically how to 'tether' a moving object to another moving object?

  • I guess the best way to describe what I'm trying to trying to do is have an object with 8-way motion but to limit its range of movement - similar to a pet tethered to a pole by a leash. This would allow it a radius of space to freely move around but it can only move so far away from the pole.

    Any ideas are appreciated.

  • facecrime

    Thank you for playing and for the feedback.

    Honestly I don't know what the background is supposed to be either. When I get around to making more art I'll be adding some real backgrounds to each room.

    I agree the layout can get cluttered but I really like that "littered with corpses" feel. I'm planning to add some kind of filter to distinguish corpses from foes who are still a threat.

    I plan to add at least three enemies that are much more challenging than the "grunts" currently in the demo - one is a scout (ninja) type that uses a "smoke bomb" (teleporter) when shot at and ends up behind the player and uses a sword to deal a lot of damage. Another is a droid enemy that has a lot of defense and uses explosives like the player can. The third will be an "elite" type. They are meant to be almost as dangerous to the player as the player is to them. They will be fast, armored, and have accuracy so good that the player cannot simply rely on sidestepping to avoid getting hit. I want the difficulty to ramp up to a point where the last few rooms will be controller throwing levels of tough. If anyone has any ideas for enemies I'd be interested to know and may even use it for the final game.

  • Here is a demo of a game I am currently working on - Killer Kim (and the blood arena). It is still early and may have some odd bugs but it is currently playable. This includes the first three rooms, when you've faced off against four of the 'heavy' guys you've reached the end of the demo.

    What's planned for the future:

    -Short term

    A full intro that sets up the story

    At least 20 unique rooms to fight through with different backgrounds, traps, and surprises

    Three additional enemy types for a total of six enemies

    An end boss battle that leads to a player decision to experience three different endings

    Gamepad support

    -Long term

    Upwards of 100 rooms and different branching paths up to the player's choice

    Power ups and different weapons that the player can swap out

    at least a dozen different enemy types

    Multiple boss battles

    Two player support for the main game and a deathmatch mode for up to four players

    **This is a work in progress so any feedback is greatly appreciated**

    Scirra arcade link: https://www.scirra.com/arcade/action-ga ... -011-23038

  • That makes sense, I'll keep that in mind, thanks!

  • I probably am using the "trigger once if true" wrong somewhere, the problem I was having was (all the same enemy type btw) if I killed two enemy at the same time it would register only once giving an inaccurate count.

    Your "pick" solution actually works great so thanks for that.