Sumyjkl's Forum Posts

  • stevecameron

    Thanks! The idea about the pitfalls is very true. Just implemented it.

    The arrow/step mechanic is cool, but sometimes if the arrow is pointing too high the player falls through.

    Yeah I've been trying to figure that out. The arrows breaking on too much of a slope is intentional, but the glitching right through without registering that you even stood on it isn't. I think it might be because the arrows have such a small collision poly.

    mercuryus

    I've updated the game, now the debug option in the settings menu enables a mouse tracker, and prints the mouse position when you fire your bow (and therefore what angle the arrow shoots at). This should show you what's going on. Thanks for the report!

    Update a017

    ・ player now falls completely off screen when falling to death

    ・ debug mode now shows mouse and touch position

    ・ debug prints player and mouse pos on arrow fire

    ・ screen shake added on death

    ・ added projectile traps (trigger and timer capable)

    ・ start of level11

    ・ updated UI

    ・ minor changes to colormap generator

    Hotfix

    ・ loader layout displays version

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    Also, this: http://i.imgur.com/8IsTSLl.gif

  • Very nice!

    Everything works fine for me - except - i can't shoot to the right - he always turns left to shoot?

    Thanks! Are you using a mouse? That's super strange.

    If you can, PM me a video or screenshot and I'll look into it.

    This is brilliant !

    Thanks

  • Update a015

    · menu now closes completely when told to

    · effects are disabled if not supported

    · level10 - (super hard level)

    · tidied up some code

    · redid most tile sprites

    · added some new tiles

    · changed start button in loader layout

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  • That is legitimately one of the most awesome things I've seen made in C2. It's super simple, but it's so fluid and looks amazing. It might be tiny, but damn is it solid.

    And really, really hard too. Which is good.

  • Looks really nice, I like the effects you have, like the birds, lifts and such. Also That menu looks epic.

  • Yeah, so you would have the buttons to choose the character and give them a variable to use to find which values you get from the array, then when you initialize in the game layout, you get the values from the array based on that variable.

    Edit:

    https://drive.google.com/open?id=0BzomH ... Wp0cUxkNTA

  • What are your thoughts?

    TILI

    A platformer shooter thing. Woo!

    It's got a menu! It's got settings! It's got super hard to find easter eggs! It's got boxes!

    It's got bows! It's got arrows too.. Otherwise there wouldn't be much point I guess. Plus you can jump on them so yay!

    Other names I considered:

    • Use your bow to get places. Yay, fiziks!
    • The Jiraffe Jockey
    • Billy
    • And Yet It's Another Platformer

    Character update! Also levels 4 and 5 are done!

    Goals

    • At least 15 levels (7 / 15)
    • Bonus sections in levels
    • Water ?
    • More easter eggs
    • Super, super hard ridiculous levels ?
    • Another environment type (snow? sand? who knows.)
    • A jockeyable giraffe???
    • Maybe a boss fight?

    Please leave feedback! Any criticism (e.g. "The effects are way over the top dude") is welcome!

    If the game looks corrupted it's because of a bug with the cache! Use this link instead, or clear your website data of the site.

    Link

  • Solved.

    Found out there's a bug involved; audio playing from a previous layout will keep playing even when you try to stop it. Turns out I have to stop the music before switching layouts.

  • Looking at your code, pressing P should stop both samples from playing.

    Do you have any music playing before this layout starts? If so that will continue looping and won't stop unless it has the same tags referenced in the code.

    Unfortunately not. I wish it was something that simple, but those are the only events that play music. There are sounds elsewhere, but not anything playing with those tags.

  • Neither events stop the music, but the music still starts playing, so the events are functional, the stop mechanic is not.

    I've tried pausing the audio as well, which doesn't work, and setting the volume, which doesn't work.

    Anyone got advice?

  • Pulstar

    That sounds like a really good idea about interdependence and prototypes. I usually start by messing around with a prototype and then plan the game, but I know from a couple of projects I've worked on that making a prototype for a specific mechanic can be really useful.

    The interdependence idea is fantastic though. I mean, if everything is built from the ground up and the whole 'engine' of the game (functions for everything muahahaha) is done, anything else on top of that is super easy to make, and if they're separate parts of the code, the features can even be cut out altogether or placed into other projects.

    I didn't do this in the past, but now I make every action in the game other than animation rules and every tick rules a function. Not only is this good for debugging, because you can just go to the exact part of the code responsible for the problem, but when you put in a console, you can literally do anything to the game. When you look at the source code of most major programs/games they have functions for almost every thing you can change in the game, from the position of the player to how much health a boss has.

    A lot of the time though, I just get carried away with the art and forget about making a game haha!

  • Sumyjkl

    Oh no! Thanks for letting me know.

    It's a bit hard to tell from the image you posted exactly what happened; Is the screen grab you posted the whole screen and the HUD elements have shifted? Did the game lock up? Are the sprites not clearing? What inputs were you making at the time of the issue? Any extra info you can provide would really help me to fix the issue.

    Haha, no I just clicked once every frame and it fired super fast :p The offset's just from cropping

    Although the recoil from firing that fast actually did put me under the floor... xD

  • I broke it...

    I'm sorry :d

  • A basic platformer I'm thinking of working on, possibly with combat <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    hey everyone, first time posting here. Working on a small metroidvania game inspired by matrix and alien's design and H. Giger in general.

    These are not in-engine screenshots yet, mockups sketches only.

    Since I'm worried if people would like this type of theme(visuals), I'd like to know what do you think about it before going public.

    http://www.mediafire.com/convkey/0c51/2 ... 538ezg.jpg

    That looks epic. Love the style.

  • I wonder how you guys plan (if at all) your games. Do you lay out the whole game and all its features, environments, art style etc.? Do you get all the art first or use placeholders? How do you go about making your games?

    Personally, I don't tend to plan much, but when I want to make sure I get it right and don't lose sight of the goal, I write out a long list of every detail, from main gameplay features to individual variables, and work out all of the systems I have to make individually, then do the art based on a list of assets needed, and then finally make the functions for the main gameplay section of the code, working with a testing level to show that it works. Then scripting/level editing last. How about you?