Windwalker's Forum Posts

  • Martiny, you should preload the sound effects that are not working. NOT the music itself. Then, sounds should play as well as music. I came upon this problem when I was working on Blossom project. It actually solves the problem.

    Regards;

  • Hello Joannesalfa,

    I admire the persistance and I indeed believe more expressions for tilemap, including tilecount, could be helpfull and increase the power of c2. Or make it even more easier to use. This is in fact true for many of the behaviours and objects.

    For your example, on the other hand, it was rather easy to implement another solution. Just added a tilecount variable, and I am reducing it by 1 everytime a tile is destryed, ie. when you create destruction particles. At zero tile count, level restarts.

    You can find it working, here:

    dropbox.com/s/i8juow37bg2y4al/BreakTiles.capx

    Also, I am noticing that your expressions are sometimes missing the mark because of the way you are building your sentences. Trying to explain it more clearly or in a different way, or with an example may help.

    Regards.

  • Hello all,

    My distant friend RB Whitaker, writer of C# Player's Guide will be casting on twitch about versioning with Mercurial and Bitbucket. Stream will last for 60 minutes, starting on Sunday evening.

    See details below:

    Date: Saturday, December 21st, 2013

    Time: UTC 17:00 to 18:00

    Location: twitch.tv/rbwhitaker

    Please check post for further info if you are interested.this

    See you around, folks.

  • Oh boy... That's what happens if you cut your support at the wonderfull XNA. I want to say bad things for microsoft but I won't, because I am a kind, grown up, intelligent man who knos anger will not MICROSOFT WHY DID YOU DROP ON XNA YOU TUCKING IDIOMS!

  • I suggest using an array and updating the position of the enemy(ies) on the array mathematiccally, and each turn or each tick, draw the in corresponding space in layout.

    You could also use pathfinding behaviour for the enemy, and correct it's position each time it moves to create the grid feeling. You may also need to stop for a half second every time it moves some distance to create the grid-movement effect. Even though the pathfinding behaviour uses an unseen grid, I think it still is very smooth so movement will not look like grid based.

    Just on the top of my head though.

  • It looks awesome, the artsyle is very handsome mixture of body blows, cisco heat and similar games palettewise. animations look smooth and you seem to have most of the base system in place! Please share more as soon as you can! Nice to see these things for old guys like me :)

  • I think slowdowns may be about text objects, I will be able to tell more in sunday. Don't have an android device till then...

  • RandomFellow walker from AmigaaaAAAAARRGHHH the old days dammit! Please make this game, and in fact, it would be nice if you could supply us with a demo :)

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  • zatyka that sounds terribly easy, will try it tomorrow (I need to set up the moving angle thing myself as the car behaviour does not have moving angle condition either) and let you know if it works :)

    Thanks.

  • sosensible, yep, I manually added IsTurning and tried to use it in a check, and it's working to a point... However, even when turning ends, drifting can continue for a varying duration set by drift recovery property. So even after the turning ends, it still keeps drifting and it doesn't work that way.

    What I have to do is to check that even when the turning is ended, the object is still moving perpendicular to it's current target angle. i.e I have to catch the change in the X/Y direction that should not be happening. My math is very limited, if someone can help that would be great. But I still believe isDrifting can be very useful.

  • Hello all,

    I was working on my LD28 entry post-compo version, which uses car behaviour as core mechanic. At this point I noticed car behaviour does not have "is drifting" condition, and similarly "is accelerating, is breaking" conditions. The latter two are easier to check via events, but is drifting requires a more subtle touch.

    I imagine this can be useful in car racing games as well, especially when playing skidding tyre effects.

    Meanwhile, I am open to suggestions of how to do it via events. Thanks :)

  • In the sine variable, on the properties menu you can choose motion type. Inside that dropdown list there is a "value only" selection. You can, during the game, get that value by using sine.value property inside the events. You can do MySpeed = object.sine.value or sth like that. I think this should solve your problem if I got it right.

  • +1 for I tried to do a mouseover effect on my sprite which consists of several small shapes. Creating a second sprite with outlines was a chore. Does paint.Net have such a feature?

  • Cappdog this is very beautiful art style.

  • Nice start. For some reason it reminded me the privateer 2 game. Maybe it's because of the music. But I would prefere you change the shooting mechanism. Currently it's a good way to destroy your space button :)

    Some enemy variation, some powerups and bosses, there you are golden :)