Vaank's Forum Posts

  • use"move to bottom" and "move to top" actions inside z order. Or "move to layer" if they are in different layers

  • Thanks for your comment

    Difficulty raises up as the game advances.

    Hopefully a demo will come out past september

    Game features:

    -6-8 worlds with 21 levels each (first 2 worlds are already done)

    -1 final boss at the end of each world

    -extras you have to hardly pick in some levels to unlock special levels or secrets

    -philosophical story and narrative related with level design

    -15+ different obstacles and traps

    -achievements and hopefully leaderboards

    -others as beating level within a time or maybe different characters with their own skills and powers

    Any suggestion is more than welcome!

  • Glad you like it!

    Maybe i'm releasing a demo, first 40 levels are already done.

    About narrative... that's tricky... My idea was to add some philosophical story and make every map count for a final thought. Every map would have a sentence that makes you think about a particular topic and then relate the map to that (greed, humanity, space, violence, etc) but this got me stuck in development because it was so hard to tell those tricky stuff with level design. In any way, I did it thinking about that, so now it's easy to add some of these things. I have spent several days just writing some pages of that stuff when I decided to move forward and just let it go, maybe some day I decide to search for a good writer who fulfill this requirements or do it by myself, most of it is already written

  • Hi there!

    From summer to summer I'm working on this arcade game and finally I've got something to show you!

    All suggestions are welcome

    Hope you like it!

    Here is a little trailer/teaser/advance/whatever

    Edit:

    GAME DEMO ON SCIRRA ARCADE:

    https://www.scirra.com/arcade/action-games/arkade-11625

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  • Maybe an option to manually adjust the limit? I cant design large maps due to this issue. The problem is that when I go far away (not so much) from the shadowcaster or viceversa because it's moving, the shadow just desapear, no matter what the height of the objects are

    edit: http://i.giphy.com/3o6ZsSoHcvrLS4zg4w.gif

  • Isn't there any solution? Has the shadow a limit? Because I cant cast an infinite shadow. In my top-down shooter it stops at certain point (all shadows disappear at all) when I walk away from the caster.

  • spawn the bullet and then add another action that rotates the bullet 180 degrees, for example, or spawn and set the angle to the desired one

  • You can do it with bullet behaviour or manually, and comparing position with a variable, i dont know if there is an easier wayt to o it, for the moment i would try that

  • Thanks! I forgot to tell you I already did that, it works perfectly

    Thanks a lot!

  • Yeah, I dont mean layers, I mean several tilemaps, one layer and tilemap for tiles under the player and one for tiles over the player

  • And what about performance? does it not consume much more to have 2 tilemaps? or is it the same? (will find out by my self, but a little explanation is welcome)

    Thanks for the help

  • So I have a randomly generated map (all works fine)

    The quick example below shows two ground levels, 0 and -1, separated by a yellow wall, just like in, for example, nuclear throne game (I hope the 5 years old drawing is clear)

    This is ONE tilemap generated, so all the tiles are at the same level, the red object is the player who, obviously, dont want to be inside the wall (black arrow signal in the picture)

    How can I fix that? Do I need to build another tilemap for the walls and send it to the bottom of the layer (z order) while the rest of the terrain is on top (so the player cant be seen through it)?

    Thanks

  • You can compare an object inside the layer, or create a boolean, or compare opacity

  • Ok, so thanks to your tutorial I made crates with random loots, those loots are weapons and these weapons has their own statistics (accuracy, rate of fire, dmg, etc)

    When the player shoots a weapon, he spawns the appropiate bullet for the weapon he is carrying and sets the bullet.angle to the "aim+-weapon.accuracy" I can do this with all my weapons but... is there a way to pick the statistics from an array and apply them to the shot?

    What I was trying to achieve for the last few hours is:

    Weapon family:

    weapon1

    weapon2

    Bullet family:

    bullet1

    bullet2

    array has stored damage, accuracy, rate of fire, ammo spended on the shot and type of ammo for each weapon type

    is it possible to do this?

    Player on shot spawns bullet type depending on the current weapon

    Set bullet towards mouse+-weapon.accuracy

    Substract ammo needed from the chamber

    What i'm trying to do its to teach myself better ways to do things, i can do it weapon by weapon (probably more than 75) but if thre is a way to save time in the future this is worth

    thanks again

  • That happened to me, and i was literally 1 whole day trying to fix it

    Just delete the last version of your game from the device