zephyrus's Forum Posts

  • thats pretty awesome. i think i might use this method for my game later on.

  • thats fucking awesome. do want more nao plz

  • > i've updated the game with grass and more flowers, and i have also added the ability to die:D

    > anyway, does anyone have any suggestions on the gameplay. i was thinking of having the mouse control certain aspects of the game. for example, if a road is blocked by rocks, you can throw them away with the mouse at the cost of crystals.

    >

    I wouldn't recommend mixing controls for the game, unless you have the mouse used for some part of basic control right from the start... and everything else (in terms of controls) usable with only one hand on the keyboard. There is nothing worse when playing a game than having to go back and forth between the keyboard and mouse.

    I like the idea of throwing rocks away, perhaps you could add other things like this which are more essential to the games playability. I guess you could make other types of obsticles, buttons and switches that are opened by moving objects around, or even a similar way of attacking enemies (as some sort of secondary or magical attack).

    Also, I would change the hamburger into something a little less random since the rest of the game's art style tends to be more organic and "alien-like"... unless of course the game is going to revolve around stange "food" enemies and weird things like (for example) vending machines as buildings, and rain made out of french fries, etc.

    Overall I really liked the look of the game, and making into something bigger would be really cool as long as it was mapped out properly. I'm looking forward to seeing the graphical improvements you made with the flora... I'm really getting into your art style

    Good luck mate

    ~Sol

    Thanks man!:)

    Consider all the weird art that's in the game right now, placeholders!

    I'm playing with the idea of items. For example, an item that makes it possible to shoot blue energy beams that destroy things (like rocks and other obstacles) at the cost of crystals. And maybe having a physics beam that can simply move things around. I need to brainstorm a bit, but I think it could be cool.

    I'm also thinking about whether or not to have enemies in the game. All platform games have the element of killing the enemies in some way, but like Nifflas' games, I want something else. Something more peaceful, and yet challenging.

    Here's the newest .exe with mostly aesthetic changes:

    http://willhostforfood.com/files3/8438236/cheeseman.exe

    edit: i know the new flower looks like crap:D making a new one as i type this.

  • By the way, the new version of Lesson 4 should be up later today...

    Edit:

    Er, maybe tomorrow, I'm tired

    Can't wait!

  • i've updated the game with grass and more flowers, and i have also added the ability to die:D

    anyway, does anyone have any suggestions on the gameplay. i was thinking of having the mouse control certain aspects of the game. for example, if a road is blocked by rocks, you can throw them away with the mouse at the cost of crystals.

  • 19.

  • Ah glad you got that sorted out.

    I was meaning to come back and check for a reply eariler but I have been rather busy with "family" stuff over the last day or two.

    If you need anything else, don't hesitate to ask... everyone here is pretty keen to help out.

    ~Sol

    okay!:) yeah i love this place.

  • XAudio2 was only recently released in a DirectX update, so we kind of have to guarantee everyone has the latest DirectX so sound can work. Also, newer DirectX updates have newer D3DX builds which have bug fixes. Still, the more time that passes by, the less of a problem it'll become. I might be able to figure out a way to compile the runtime with the DirectX update built in so it wouldn't be a problem.

    an option to do that would be greatly appreciated!

  • I don't see the containers you made, but if you do put blueglow and blueplant in a container together then this works as well:

    <img src="http://i39.tinypic.com/2uz732v.png">

    Also... why so many shaders just to make your glowing sprites? Use Photoshop or Gimp or something to blur your sprites before hand. That's just overkill. Yikes.

    yeah i know its overkill, but i wasn't really planning on making anything out of this before i posted it here, so yeah i think im gonna do that someday soon once i get cs4 up and running.

  • DId you miss my post on the previous page?

    i guess i did ! went with the last method. works!

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  • Works now:), thanks!

    I have another problem though! It's described in this thread:

    EDIT: never mind. resolved it! god i love this program and this forum. once you get the hang of it, mostly everything comes down to logic.

  • >

    > > No, only ones involved in the collision.

    > >

    >

    > "On collision between player and blueplant ---> blueglow: Destroy."

    >

    > there are multiple "blueglow" on every plant in my layout, and it destroys all of them on collision with any blueplant.

    >

    Put the blueglow objects in a container with the blueplant objects. That way when you collide with the blueplant object, it will automatically pick the glow object associated with the plant. Containers wiki page. Hope that helps.

    I'll do a quick rundown of what I want and what is happening.

    I have 1 blueplant object and 1 blueglow object but multiple instances of those 2 objects across the layout.

    The blueglow object is behind the blueplant object and I want the blueglow object behind a blueplant to dissapear when you collide with the blueplant.

    I tried putting blueglow and blueplant in a container, but this only caused the blueplant to dissapear when collided with, and not the blueglow.

    I can't for the life of me understand what is going on, so here is a .cap file. I hope someone can explain it.

    http://willhostforfood.com/files3/3737739/platform.cap

  • >

    > > No, only ones involved in the collision.

    > >

    >

    > "On collision between player and blueplant ---> blueglow: Destroy."

    >

    > there are multiple "blueglow" on every plant in my layout, and it destroys all of them on collision with any blueplant.

    >

    Put the blueglow objects in a container with the blueplant objects. That way when you collide with the blueplant object, it will automatically pick the glow object associated with the plant. Containers wiki page. Hope that helps.

    awesome. thanks!

  • No, only ones involved in the collision.

    "On collision between player and blueplant ---> blueglow: Destroy."

    there are multiple "blueglow" on every plant in my layout, and it destroys all of them on collision with any blueplant.

  • Have a condition which tests for the collision then a destroy action.

    that doesn't destroy all of them?

    EDIT: it destroyed all the glows in the layout.