Squeemish's Forum Posts

  • I've just released my new game Shewtipow.

    Check it out here: http://www.newgrounds.com/portal/view/654036

    It's a fast paced action game in which a handsome young man must defend his fortune against a horde of evil monsters penetrating his world through their devilish inter-dimensional portals.

    I recommend the warm grip of a controller for this game.

    Made as part of the #1GAM challenge for February 2015.

  • Interesting, I'll check it all out.

    Thanks corlenbelspar and jojoe.

  • Can you link to the sprites on the Asset Store?

  • Not too sure exactly what you're asking for here, but it all depends on what the listing on the Unity Asset store said.

    If it's a paid sprite pack and you've taken it without paying, then it's likely that the owner won't be too happy if you use them in your game.

    If you paid for them , then I imagine that you've paid for the right to use them in your game, though you should check the actual listing in the Unity Store to make sure.

    If it's a free pack, then you should be okay to use them in your game, but again you should check the listing.

    Hope that helps.

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  • Not sure what the latest way to export to android is, but this tutorial may help:

    https://www.scirra.com/tutorials/809/how-to-export-to-android-with-crosswalk

  • Add a condition to the original event that basically says if the bullet collides and the dying animation is not playing subtract 1 health and destroy bullet.

    So you'd basically want this kind of thing:

    You can right click on a condition and say invert to mean "not doing this"

    Hope that helps

  • I've put together an example.

    Hopefully it's what you were asking for.

    https://www.dropbox.com/s/m32jibxq70r5qhg/AnalogStrafeAndRotate.capx?dl=0

    It basically uses the 8 direction behaviour and says if the left stick is up, down, left or right, simulate left, right, up or down. And if the right stick is left or right, rotate clockwise or counter clockwise.

    I've just used an arbitrary number of 25 to determine if the analog stick is pushed to one side. This can totally be adjusted to suit the feel you'd like.

    It's also possible to base the speed of the object on how hard you push the stick. But I haven't done that in this example. Let me know if you'd like me to.

  • I don't think that's possible, not without exporting or previewing in a browser. Might be wrong though.

  • Hi there,

    I'm making a game with a fairly simple level layout (two block types, a player, 2 enemy types, and an exit).

    I'd love to be able to just design the levels in a text format using arrays, rather than having to use the Construct 2 editor and a ton of Layouts. Similar to the way Derek Yu made levels for Spelunky if you've seen the Indie Game the Movie extra scenes.

    I know the basics of using arrays and could probably figure out how to pull the data from an array to put all the bits in the right places.

    The thing I don't know is how to use an external text file to create the arrays in the first place, and import that data into Construct.

    The Arrays for Beginners tutorial talks about saving JSON files, but it seems like that's more for once you have your game uploaded to the web, rather than just for the actual local development. Maybe I'm wrong??

    Any help is greatly appreciated.

  • Nice!

    Thanks for the suggestions.

    I'll look into all of the approaches and see what works out best.

    Appreciate the help!

  • Anyone else have any methods in mind?

    I'm keen to hear a number of approaches, so when I screw one up I have backup

  • Interesting. I haven't messed with UID's too much.

    Thanks for the suggestion.

  • Here's the kind of thing I want to do:

    https://www.dropbox.com/s/dath57nh0v8r1fc/SlapJaw_Enemies.jpg?dl=0

    I want to make enemies that share a weak spot (or multiple weakspots), a pimple type thing in this case.

    Basically I want to be able to design, animate and code one pimple, that can be shot, destroyed etc. Then add it to multiple enemies.

    I had thought containers might be the best way to do this, but now that I read about them a little more, it seems that any events that affect one object in a container, will affect them all. This obviously wouldn't work so great for what I need to do.

    Also when I create an enemy type, it'd be nice to have the pimples already pinned on to the object in the correct position and angle.

    Not too sure where to start.

    Thoughts?

    Thanks in advance.

  • Beautiful, I knew it was something dumb I was doing.

    Thanks man!

  • Hi there,

    I'm having some trouble with a prototype I'm working on.

    Which you can grab here: https://drive.google.com/file/d/0B_Xd56ZdrBpYQ1dIb2l4cnpKajA/view?usp=sharing

    There idea is that when you click the left mouse button, the flytrap shoots his tongue (or more importantly the tongueTip object, a bullet). The tongue's width is supposed to always remain the distance between the bullet and it's origin, the flytrap (turret).

    The problem is that the tongueTip object's x and y positions appear to not be updating. I made a global variable and linked the tongue's width to that , but no luck.

    The debug shows that neither the global variable, or the x and y positions of the tongueTip are updating, despite the fact that it's moving across the screen.

    Would love any help I can get.

    Thanks in advance