trquangss's Forum Posts

  • Try: For each sprite,

    Sprite.health <=0, destroy sprite

    Make it a separate (no sub) event to work.

    If your enemy consists of 3 sprites, try put them in container. It will register one sprite to each other, spawn together and destroy together.

  • You can set time scale to 0, anything should stop moving until you set it back to 1. Still some will not be paused like mouse/touch inputs I believed.

    Another way is to put the events that moves/updates those objects into a group and deactivate it when game over.

    Hope this helps.

  • I'm working on Hunter Rush, an RGP/match 3 game.

  • Here are some of the ability/skill effects:

    Basically when you equip your team with an equipment, it gives you a unique ability that can be triggered when you match 3 or more of a same block. The more blocks are matched, the higher the chance of being triggered and the greater damage is dealt.

  • Quellquun

    It'll be released on the pc platform possibly through steam and other distributors at a small price.

    I'd love to see Hunter Rush on the appstore/google play one day since it was originally developed for mobile devices. But I experienced a huge performance drop and crashes in the early stage so I switched to pc.

  • And I just realise that the images are a bit cropped. Sorry folks, It was almost 2am when I posted this.

    Will fix it soon. FIXED

  • Quellquun Thank you, I did the art by myself.

    Though it's very time-consuming, it's still my favrourite part.

  • Hey guys,

    After more than a year learning C2 and many unfinished projects, this game called Hunter Rush will be my very first published game.

    I started working on this project in late October, 2015 and currently has a prototype with fully functional mechanic, main features and major artworks. Before going full speed ahead into the making of the Alpha Release of Hunter Rush, I'll be posting the progress regularly here to gain some feedbacks as well as generating little publicity.

    Hunter Rush is a RPG/Match-3 hybrid intended for the PC platforms. You will get to run a hunter guild, accomplish quests, explore the world, manage your teams and forge equipment. Just like in RPGs but the monster fighting bit is now carried out with a Match-3 puzzle mechanic.

    SCREENSHOTS:

    FEATURES:

    • Manage a guild, take quests, build relationship with questors and rank up

    • Recruit teams of hunter, train them hard, equip them with best equipment and then fire them, for joy

    • Hunt monsters for raw materials to forge better equipment or to forge better materials to forge even better equipment

    • If that doesn't confuse you, there are 100+ recipes for forging to confuse you even more

    • Scratch-card minigame to waste your money and search for missing recipes

    • Explore the world with real-time battles (not turn-based) to give you less time to think, more time to bash monsters

    • Unique monsters have their own skills that requires different tactics to fight

    • 16 lines of equipment give you 16 individual skills to bash monsters in fashion

    Stay tuned for more features, discussion and screenshots in the next posts.

    Recommendation and feedbacks are very welcome. And I'd like to hear some ideas from you guys to make Hunter Rush even more appealing.

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  • Thank you, it works flawlessly now.

  • Hi guys,

    I want to make turrets that shoot an animated object toward the enemy.

    Probably not a bullet-like object, more like a channeling of magic or life-draining in my case.

    This is what I have in mind.

    What I did was making the turrets spawn a 'lifedrain' object when it acquires a target, then

    set its width = distance between the tower and the enemy, and set its angle toward the enemy.

    When the enemy is out of range = turrets unacquire that enemy and so the 'lifedrain' is destroyed.

    Turrets is then targeting the next enemy in range.

    It seems like working fine when there is one enemy on the layout . It still spawns the 'lifedrain',

    set width and angle toward the enemy but still got a small issue when it is at the overlapped

    zone between the two turrets' ranges.

    Also when you spawn an enemy at the bottom right corner, the lower turret still spawned the 'lifedrain',

    but it wasnt destroyed when the enemy left the range.

    Main problems appear when there were more than one enemies on the layour,

    the turrets spawn multiple lifedrains, some of those would target the out-of-range enemies,

    the extra lifedrain were not destroyed or so.

    I might not have the right approach it right as I'm still on the learning process (and I love Construct 2, so far).

    I has been stuck on this for a while so now I need some experts' touch here.