Yung's Forum Posts

  • Thanks! Glad you like the game. I agree, the sounds effects to be improved upon. We will look into it more.

    The starting screen is a good call. We are still looking at something sillier but a truck with a dropped barrel is a god suggestion!

  • Hi guys,

    We recently completed and published our first game, Lost Control

    https://play.google.com/store/apps/details?id=com.gamersfrontier.lostcontrolgame

    When you lose control of your car, you have to maneuver through the street safely.

    Drift and weave your way to avoid incoming cars!

    Would appreciate any feedback, and hope you guys like it!

    Thanks for taking a look!

    Cheers.

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  • Velotjet: I've just received newsletter from photon that apparently the new javascript for photon cloud is out. Maybe there is hope for C2 for realtime action multiplayer? :D

  • Thanks! Glad you guys like the designs, though it might change over time. Eva and Gundam definitely has alway's been my greatest influence, though for this one, I am also trying to look at Zone Of Enders.

  • C-7 : Thanks! Glad you like the mechs! It's a pretty old design meant for the previous project, so it will most likely be tweaked as I go along with the project. I look forward to your RPG as well, it's looking pretty sweet!

  • Hi Guys,

    [TUBE]http://www.youtube.com/watch?v=MztC7bzrHXM[/TUBE]

    I thought this would be a good time to showcase the game I am working on. It used to be a team project named B.U.R.N, done with a friend, but he has since been unable to work on it anymore, so I plan to carry this torch!

    You will pilot a Vertical Tank equipped with a big sword, fighting against other Vertical Tanks! So basically it's an On-Rail Shooter with slashing mechanics (Battle Clash/Metal Combat + Fruit Ninja)

    Here's some concept art done for the different Vertical Tanks you will face off.

    <img src="http://i3.photobucket.com/albums/y94/Velsthinez/Vertical/sketches08_zpsc5c94fa4.jpg" border="0" /><img src="http://i3.photobucket.com/albums/y94/Velsthinez/Vertical/sketches07_zps6bb34aba.jpg" border="0" />

    <img src="http://i3.photobucket.com/albums/y94/Velsthinez/Vertical/sketches13.jpg" border="0" />

    <img src="http://i3.photobucket.com/albums/y94/Velsthinez/Vertical/sketches11.jpg" border="0" /><img src="http://i3.photobucket.com/albums/y94/Velsthinez/Vertical/sketches14_zpsd14723bb.jpg" border="0" />

    <img src="http://i3.photobucket.com/albums/y94/Velsthinez/Vertical/sketches12.jpg" border="0" />

    and here's the concept for the Player Mech.

    <img src="http://i3.photobucket.com/albums/y94/Velsthinez/sketches06_zpsf3cc342e.jpg" border="0" />

    <img src="http://i3.photobucket.com/albums/y94/Velsthinez/Vertical/sketches10.jpg" border="0" />

    Currently, the game's is pretty rough, with only one Enemy added in, but I believe the core of the game is pretty defined, though with lots of hiccups and technical issues to solve.

    I will try to get a video of the rough gameplay posted.

    Thanks for taking a look!

    Edit: Added video of rough gameplay!

  • Any idea when we could get our hands on the updated version, Lucid?

  • Take a look at this by Rojohound

    http://www.scirra.com/forum/topic61959.html

  • Mind sharing the capx test? <img src="smileys/smiley4.gif" border="0" align="middle" />

    I would love to make something similar to create a street fighter floor

  • After testing my technique, I am getting a big file size problem and potentially sprite management hell, so I went back to Spriter to test more. I managed to get it working consistently and I have also found out the problem with collisions.

    By default, all sprites have their origin in the center, which is usually height/2 & width/2. Spriters image however, tend to have their origin moved to where it would be pivoted most. When it's imported into Construct, all is fine, as it seems Spriter scml will take care of that in run time.

    However, one thing I noticed is that, the collision box however is a different matter. At run-time, it seems that collision box will be offset to a difference between the default origin and Spriter's origin. I managed to somewhat lessen the difference by moving the origin in Construct to match that of Spriter.

    It works great so far, but I can see this being a nuisance to production. Any chance that this will be worked upon?

  • is this doable with Construct 2?

  • lucid: good to hear about the collision option, but may I ask how soon such feature will be available?

  • Ashley : Instead of a long to-do list, perhaps it would be great if there's a sticky thread where you guys just say what you guys are working on currently, and what to be expected in the next release? I know you do pop in from time to time in some random threads and say you are working on so and so, but it would be nice if everything is in one thread.

  • C-7: That's my initial idea as well, though if I do that, it will defeat the purpose of using Spriter in my project. I planned to have an enemy where you can destroy all the individual limbs and joints, and currently it's done manually per 'section'. It's tedious to setup, but I think I might have to fallback to this.

    Thanks alot for the help!

  • C-7: I did not see the reply you posted! Thanks alot! It fixed my issue! Now I could consider using Spriter for this. Once again, thanks alot!

    EDIT: It seems sprites made with Spriter doesn't have a correct collision detection box. I tested both with touch and collison with object, and it seems the sprite's collision box is off....even after I tweaked them. Is that something I have to fix on Construct or Spriter?