Zero6's Forum Posts

  • The Time Bend mechanic reminded me a little of the Gamecube shmup Chaos Field, where you can switch between the "Order" and "Chaos" fields. While in the chaos field, the background becomes evil looking, your attacks are stronger, you score more points, and the enemies and bosses are more aggressive.

  • I have actually posted two shmup examples using the mode7 effect in a previous thread.

    One uses mode 7 for an ocean background, and the other allows you to move back and forth into the background.

  • I've recently seen a video of an old Taito arcade game called "VERTEXER." It's very similar to F-Zero X, but made out of sprites and released 5 years earlier.

    Is something like this possible in Construct 2? I would imagine it is, but I can't imagine how to execute it!

    Here's a video of

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  • Maybe it's because I'm having some trouble visualizing how this work in Construct 2, but this idea reminds me of a game called

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    .

  • I sent you a PM of why I think some of your assets aren't loading.

    From what I can tell, some of the assets are really big and need to divided into smaller parts that are easier for Construct to work with.

  • I'm not sure what you're trying to do with the crosshair, but would something like this help?

    (Instead of creating a laser, you just move a crosshair sprite to where the laser ends.)

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  • I have a Wii U, so I was able to play the game as well! :D

    Pretty interesting! I haven't played a Construct 2 game on the Wii U browser before! (I think I tried playing a game I made on it, but it didn't work.)

    I have noticed that when I turn the Gamepad around (somewhat violently :P), I accidentally press the back buttons, which brings up the tabs! (Not sure if anything can be done about that though...)

  • I've sent you a PM with some feedback on the updated Klang!

  • This is a very interesting game! :D

    I liked the style of the game so much, I decided to make a full "report" of my experience playing it!

    First, I will answer your questions!

    How well does it run? It runs quite smoothly on my laptop. There were a few minor framerate drops, but not in places where it would hurt the gameplay.

    Are the controls good? The player moves incredibly fluidly and swiftly! The animations are also quite good. Jumping is a bit odd though; a platform has to be slightly lower than one would expect in order to jump on it.

    Any nasty bug/glitches? Nothing nasty or game-breaking. I got stuck in a running animation in an elevator, but that didn?t adversely affect the game in any way.

    How was the timing of the projectiles? I did not like it. The projectiles felt really random to me. I go into more detail in my notes.

    What did you like? I loved the style and aesthetics of the game. It had this really cool ?Tron Legacy?-like style. The player?s animations are, again, very well done! In all honesty though, when I looked at the screenshots you posted, I thought this would be like a ?Metroidvania?-style platformer or a platformer with parkour elements like ?Mirror?s Edge? or ?Vector? (for iOS)!

    What did you dislike? To be honest, the game mechanics weren't very accessible to me. You have move the character and reflect the projectiles at the same time, which requires a lot of dexterity! The mechanics also make it a bit difficult to recover if you make a mistake.

    I will PM you my full report of the game soon! :D

  • If you can use WebGL effects for what you're doing, you could try this out.

    (I was using this effect for a game in which a planet explodes! :P)

    The basic idea of it is a TiledBackground object with a seamless Earth Texture and the Sphere Effect on it. The rotating is just the Tiled Background object moving right to left.

    I would imagine adding touch responses to it would be fairly simple.

    As for selecting continents, you'll have to figure that out! :P

  • If I spam shooting, the green blocks seem to spontaneously spawn more green blocks! :P

    I can also drop the framerate to 1 FPS by doing this fast enough.

    Browser: Chrome

  • In the keyboard object, there are some actions like "Key Code Pressed", "Key Code Down", etc. You can use those to redefine keyboard controls in-game.

    The keycodes are in Javascript, I believe. You can also use this convenient site to find what the key codes are.

    EDIT: Oops... I didn't read through the whole post. My mistake! :P

    Personally, I think the example is complicated to read. It's best to keep examples as simple as possible, for instance, a square that appears when you press a key or something like that.

  • You could use the "Every 10 seconds" condition before your event.

    There's also a method where you can have a variable (e.g. TimeElapsed), add dt to "TimeElapsed" every tick, and then have an event happen when TimeElapsed = 10.

    Every Tick: Add dt to TimeElapsed

    TimeElapsed = 10: Do Something

  • It can be "Every tick" if you want to. That's probably what you would want though.

  • The "Bound To Layout" behavior acts something like this:

    Set X to clamp(Sprite.X, 0, LayoutWidth)

    Set Y to clamp(Sprite.Y, 0, LayoutHeight)

    The clamp function will take the Sprite's X and Y positions and will limit them between 0 to layout's width and height, respectively. Changing the last two parts of those clamp functions will change the limits.