Windwalker's Forum Posts

  • DrGrego, your game is simple and very fun to play, congratulations.

  • Pure awesomeness man!

  • please forgive me for being so dumb, but I need clarification one more subject related to this one. Made a search on the tutorials and forums but it was not a deep search. Here goes:

    Do behaviours like solid or phsycis still try to calculate for objects out of the screen and how can I disable this if I need to? Imagine there is an enemy on the other end of my level which is a couple screen widths away, and I don't want construct to check collision of that enemy with my player. I understand it's not drawn but since all other logic keeps working for out-of-screen objects, things like collision checks will eat some cpu power, right? I don't know if the perf hit is worth the effort to do such a thing...

    Quick edit: So I want the collision checks to be made with a distance condition. (or on screen condition)

    Thanks in advance :)

  • It's nice little aproach but controls are real difficult. Keyboard rotates turret to fast :) Mouse don't aim either.

  • Wowowowowow why did you stop this one :) It seems the foundry of something excellent. I hope you one day revive this one.

  • Hey procrastinator.

    I really wish making games could be what I do for living... That would be a dream coming true... I don't have my expectations high, but I am not close to opportunities either. All I know is I'm gonna walk this road no matter what.

    And I am definately going to make the game I want for myself. I have given the decision already. I just wanted to share the article so others may also make up their minds. Doing this requries some serious randomness... ie a random level, which is easier to do in XNA than in C2.

    Lets see where the rabbit hole goes...

  • Thanks for the response Crackpot. I really enjoyed Construct 2 and currently exploring some things like functions and overloading them (thanks to consturct classes) and while some things look like a hassle to bring together when compared to XNA, it's definately much more easier to get going. Especially the way we can easily prepare a HUD and the built-in textbox controls (which was nightmare in XNA) and the export mechanics... So it's very esay to get going, especially if you are making something towards the lighter end of things.

    One thing I wish I could do easier was the randomness mechanics that I could create with detailed functions in XNA.

    Oh well... Soon I will be ready to show something substantial to community I hope. It's just that real life is getting bitch again and leaving me no time for my endavours...

  • Hey there Savvy, seems like a very good implementation! I am not sure about the flashlight mechanic but it seems awesome! Will definately look into it more when I have time.

  • I don't have construct under my hand at the moment, but somewhere among the behaviours should be a rotate property which you could set to "no". Though I am not sure you have it under car behaviour.

    If not, you could make the player sprite invisible, then add another player sprite over it and pin it to invisible one, with only the position pinning set in events. Thus the invisible one drives like the car, behaves like the car, but the visible one you attached on top always faces same direction. Sorry, bad english. I hope it helps.

  • Hi everyone, here is my Scirra Construct 2 test game:

    http://hellwalker.ucoz.com/index.html

    The goal is to make the protagonist reach a little ziggurat. You may drag some shining objects (i. e. arrows, flying island) and put them in place so the protagonist can jump, speed up and change direction right in time. The game is in its early stage, though there are ten levels and basic gameplay.

    I guess it is a little bit boring so far, yet I'm trying to improve the gameplay and make it being varied as far as free version's limitations allow me to.

    I'd gladly put it in the Dropbox, but due to some weird circumstances it doesn't work properly here in Russia.

    Hey Uncle, that's very nice gameplay :) Please keep working on this. It's not boring at all and very open to improvements! Great idea, it will be very nice I am sure!

  • Excellent art direction and it seems your game is running very smoothly. When you put enough time to it it can move towards something extremely beautiful like : "Dust: an elysian tail" :)

  • On top of my head: each animation has frame numbers. What about instead of random time, you get a random repeat number and then a random frame number. Then count each animation loop and increase them until they reach your target?

    For example: get a random repeat number between 2 and 4. (say you got 4)

    Then get a random frame number between 0 and 12 (say you get 8)

    also get current repeat global variable.

    increase current repeat every time animation plays 8

    then have a condition that checks current repeat = randomly got repeat number (for our example it was 4) and if true, stop the animation or do sth else.

    I hope I could explain it, English is not my main.

    Regards;

  • Maybe create a global variable called difficulty, increase it in every 30 seconds or every x waves or whatever.

    And then when you call System.Wait, you can pass in something like this:

    System.Wait (30-difficulty) seconds. Of course you should use something to limit it to a minimum. Here are some expressions to help you with such things: scirra.com/manual/126/system-expressions

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  • Wohooo finally, after working for hours and stumbling upon mouse position / layer scale trick for about one hour, my physics learning session is now officially over and you can see the results here:

    vip.ocemi.com

    For who wonders the text says:

    "Each touch is flapping wings of the lone dragon,

    In your hands blue is the destination."

    (But the background is black so use the middle portions of the screen for movement)

    All advice is welcome,

  • Excellent presentation :) Sometimes the angle of reflection is a little bit unpredictable but even that helps the personality of the game. Please fill this up with tons of levels, add more to bot's lines, and make a softer difficulty curve, and you have an oscar winner :) And level transitions are inspiring to say the least! Very well done sir!