VIKINGS's Forum Posts

  • Hi AndreasR I checked out your shatter-box site, very cool mate. Thank you for all the awesome free work you did/do for us.

    My suggestion/request, if you want to tackle it, is a paypal donation button/system within the game that gives the player the option to donate whatever ammount of money he wants($1 minimum lets say). And of course after he donates he is presented with the choice(yes choice!, this means he can decline) to remove ads.

    This would be much better, in my opinion, then having to deal with set ammounts and dozens of different tax rates for each country like you would get when using the iap.

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  • K, thank you Fidasx , so viewport means the actual visible part of the layout, correct?

  • Well I'm horrible at it!!!! But that's not your fault. The idea is nice, but the art style is not to my taste.

    Couple of suggestions:

    1. Start with a lower speed for the objects, but keep ramping it up the longer the game goes on. That should be fun imo, a "see how long you can last" kind of situation.

    2. Add some more powerups/powerdowns. For example you could add a powerup object that, if you manage to wack it, it will reverse the movement of the objects for a bit, thus giving you another chance to destroy some of the ones you missed. Another powerup could be a "bouncy ball" if you hit it starts bouncing between the walls(screen edge) and the other objects, and destroys said objects for you on impact(giving you score and stuff just like if you had destroyed them yourself). etc.

    On the final release I'd like to help out with spreading your game. I don't have a lot of twitter followers, only around 200 or so, but I will tweet about your game if you want. So if you do save me somewhere, and when it gets done send me a pm telling me what particular message, hastags and link you would like me to use.

    Good luck with your game mate.

  • Nice game . The idea is nothing new, but I like it, and the art style is great.

    Sadly I don't have an android device to feed your fishy, but I would like to help. I don't have a lot of twitter followers, only around 200 or so, but I will tweet about your game if you want. Any particular message, hastags and link you would like me to use?

  • I like the art style of the game, the character/enemies not so much.

    The gameplay is ok, but maybe you could add a key to jump? Would make those nasty guys easier to handle.

    Anyway, it's good for a start, keep at it, I think it could really turn into something.

    Good luck.

  • Helo World,

    This next game that I'm gonna be working on would be perfect for using scale outer. However I'm having trouble figuring out how to set up my game based only on the area that the player can actually see on his particular device.

    For example lets say my layout is 640x480(and lets assume everyone can see all of it) and that I have an object(size 30x30, origin at 15x15) that I want to spawn in random locations. Normally I would have some events like:

    1. on start of layout | system scroll to

    x: 320

    y: 240

    2. every x seconds | create object at

    x: random(40,610)

    y: random(40,440)

    So in that scenario I know the starting x/y and the ending x/y of what the player can see. And I know that I have to add 40 to the starting x/y and substract 40 from the ending x/y, that way the object will be created at random positions but will always be fully withing the layout and will have a little space between it and the layout edge.

    However if I use scale outer I would need something like(let's call it visible.area, I don't know what the proper term is):

    1. on start of layout | system scroll to

    x: 320

    y: 240

    2. every x seconds | create object at

    x: random(visible.area.start+40,visible.area.end-40)

    y: random(visible.area.start+40,visible.area.end-40)

    And it's not just for randomly spawned objects, that was just an example, I would olso need to always keep my HUD elements at a certain distance from the visible.area edge, etc. So, in conclusion, how do I make sure that my entire game is always within the part of the layout that the player can actually see on his device?

    Thank you.

  • Ok, guess I'll try the variable approach then. And I'll read up about findings too C-7 . Thank you guys.

  • So guys any other suggestions, tips, praise, criticism, etc.?

  • Well the music didn't bother me, so I took a look at it and I see what you mean. Looks pretty complicated mate, I'm not sure what to tell you....

    I'm not sure what the right way to do it is, but here is how I would attempt it:

    1. I would make the character/enemy art and then I would split it up into pieces. I would olso create an outline for the character and color it with a random color.

    2. I would then load the outline into C2 and load each of the art pieces, all of them as a seperate object.

    3. I would then position the outlines where I want on the levels and then put the pieces on top of the outline to make it look like a complete image.

    4. I would then add the pin behavior to each art piece and pin them to the outline. I would probably(not 100%) have to add the physics object to each piece too.

    5. Then I would make the events on laser object collision with outline check the y of the impact on the outline. Then unpin the art pieces above that y, and set a gravity for them.

    That's how I would do it, but like I said I am sure there are better ways of doing it. I just don't know what they are. Good luck mate, you're gonna need it, hope it works out for you.

  • So first of all, in the future get all your layers in place from the begining, start from the ground up, and if you don't have all your graphic assets in the begining at least use place holder graphs.

    As to your current situation after you select add layer at bottom and you put your background in it, go to the layers above and set their property transparent to yes. That Should get everything to display properly.

  • Like I said, after I saw your events MadSpy I figured out what he meant. So now I understand, thank you.

    Now I'd just like to know if there are any pros/cons to the variable way, pros/cons to the groups way and, in case there is yet another way to do it, what is that third way and what pros/cons does it have?

  • You're welcome Niek . Good luck.

  • Ok, thank you MadSpy .

    Is that what you where talking about too blackhornet? Because before I saw Spy's post I was about to write, quote:

    "I'm not sure I'm understanding exactly what you mean blackhornet (it's too damn hot!! I can't concentrate... ), I'm sorry. Could you please trow a bunch of events togheter so I can properly get what you're talking about."

    And tell me guys, are there any pros/cons to using this idea with variables and any pros/cons to using my idea with groups?

    P.S. For anyone else who would like to chime in to the discussion is there another way of doing this? And what are the pros/cons of that other way?

    P.S.S. The reason why I am so insistent with pros/cons and multiple ways of doing it, is because this time it's not a case of "this is a small part of my game I'm having problems with". This time it's a case of "this is gonna be the main foundation for this game". That's why, it's not because I don't trust you or appreciate what you've said so far, kiss kiss.

  • Add a seperate layer for your HUD elements. Then go to that layers properties and set parallax to 0,0.

  • Hello World,

    I'm gonna start working on a game where I have to ramp up difficulty in real time. So my question(though proably poorly written) is how can I change events with other events?

    For example lets say that I have an event every 1.5 seconds | spawn enemy . And lets say that I want that to happen only while the score is under 100, when the score goes beyond 100 I want that event to change from 1.5 seconds to lets say 1 second. Another example let's say I have an event where I set the magnitude of a sine behavior to 40, again when the score reaches a certain point let's say I want that event to change the magnitude from 40 to 80. And so on and so forth. Multiple events, affecting different things, that would all need to have their properties changed in an instant.

    So how would I do this? Should I use groups? I noticed when adding a group that it has a tickbox "active on start", am I correct in assuming that I could have a bunch of groups(one with the 1.5 seconds eevent, another group with the 1 seconds event, etc...) and then enable/disable them whenever I want?

    Is that the way, does it have any pros/cons, is there a better way.... What do you guys suggest?

    Thank you.