untune's Forum Posts

  • Should be fun to play with <img src="smileys/smiley1.gif" border="0" align="middle" /> Don't know if it's just mine, but the cap example crashed when it was run (I just got a huge white window and couldnt see anything and when I tried to move it, it terminated)

    Also the exe example, the character was floating above the platform

  • Great stuff, looking forward to it!

  • Yeah I rushed that a bit last night, try this updated one. Could do with some tweaking and improvement but hopefully it gets the general idea across

    Platform Throw 2

  • I'm not sure if the 'mirror' attribute also mirrors your action points. The alternative would be to turn mirror off and manually create the opposite angle animations and position the action point manually for each frame. I'm not 100% sure how it works. Do you have 'Auto Rotate' set in the platform behaviour? Not sure if that makes a difference either.

    Only other alternative I can think of is maybe have two points, let's say 'WeaponL' and 'WeaponR' then have events such as Sprite: Angle = 0 -> Set Gun position to point WeaponR, and Sprite: Angle = 180 -> Set Gun position to point WeaponL

  • Sorry about that, posted the link incorrectly. Works now - mine and Draven's are practically the same though haha, so I don't know if it'll be of much use! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Platform Throw

    Crudely put together (it's late) but is that what you had in mind?

  • I thought they were brave men to go into space without space suits. Then I saw the huge minigun attached to the front of their shuttle... Looks good <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Great little game! Graphics are fantastic, it's got a really retro feel.

    I did find the controls unnatural and really confusing though, and the guards with the lasers were annoying because due to the fast pace of the game and the way they fire at timed intervals, I found myself blindly flying into them quite often. Might suggest that the lasers knock you back rather than kill you outright, or even give your player a health bar that will let you take say, three hits before killing you (environmental hazards could still kill you outright though)

    Overall though, great stuff, look forward to seeing it develop!

  • Very useful, thanks for that example. From a programming background, functions were the key to a lot of things but with the event structure of Construct I often forget that they're there

  • Curious about this too... just been trying to solve it but can't find a way to pick a specific instance - it just picks anything from the blue family at random

  • 103 kills, then one of the exploding ones got me... great fun, has a lovely retro feel... I'd love to see the cap for this one!

  • Very useful, thanks for this <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Guyon's advice is the best thing you could do - concentrate on laying a solid foundation before you start to worry about flashy graphics. If it looks good but the basic construction is poor, it will feel poor however good your graphics look.

    In terms of the actual graphics... since you want to concentrate on flashy graphics, I would spend an evening on MobyGames/Youtube and take a look at some modern, weapons based beat em up games (2d ideally, maybe one of the more recent Street Fighter games) and make some notes on how they looks and feel and what kind of things you would like to replicate. Not really up on them but try looking for something like Strider if you're going for a retro angle, or search for Marvel vs Capcom Strider as I think the character appears in that aswell

  • Hmmm, that is a tough one. I imagine it'd possible using an array in the same way a paint bucket tool is used in a paint program, but it seems a bit inefficient since if a room isn't complete it'll have a lot of checking to do... but it might be a start:

    http://en.wikipedia.org/wiki/Flood_fill

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  • Is this still under development or has it been abandoned?