Zero6's Forum Posts

  • The music for the map screen reminds me of

    from Super Mario Bros. 3. Was that intentional? ;)

  • I can hit the ball even if it's on the other player's side :)

  • Snake enemies are also possible using the Options code. I have recreated a boss called "Driosawm" from Darius II using it. I even added the same music from the boss battle!

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    Snake Boss Example!

    Snake Boss Capx

    Press Space to fire bullets from the spines on Driosawm's back. The original one couldn't do that, but I thought it was a nice touch! :D

  • I finally figured out how to create options that move in a manner similar to Gradius! :D

    Here is an example of Options moving! Gradius V Option-style Movement

    I also feel this should be shared with the community as it has many uses! Here's a CAPX with lots of comments! Gradius Options CAPX with lots of comments!

    Apparently the solution was to make an array that saves the position of ship every tick, and then move the options to a certain spot on the array!

    Other notes:

    -Hold Q to rotate the options 360 degrees!

    -Hold Space to Shoot!

    Edit: Press A, S, and D to change speed. D is default speed, A is over twice as fast, and S is insanely fast! :P

  • Perhaps some brief flashing warning text that says something like "SPEED UP!", "SLOW DOWN!", "FREEZE!", etc.

  • The game needs more warning before it starts changing the rules. There were points where I thought the game broke! Like when everything turned invisible and when I started firing backwards.

  • I'm trying to make a space shooter game and I'm having some making some of the attack patterns and such. The event groups aren't quite enough.

    Does Construct have something that lets me say something like this...

    -FireBulletSpread(Enemy, BulletType, DegreesOfSpread)

    ...where I can use the same method for in variety of areas?

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  • I think I may have figured something out where you can create similar "Sprite Fonts" without using a plugin, so you could probably put it in the arcade with no issues.

    I'm making an example capx now. :D

    Edit:

    OK. Here it is!

    I'm not the best Construct 2 programmer, so even I'm having some trouble figuring out what I just made here! :P

    Hopefully, this will be useful to you somehow!

    Download it here: Dynamic Score Without Plugin (attempt)

    Edit 2:

    Just made a slightly more efficient version. It replaces the "LocalX" variable with the "loopindex" expression. Makes things a little cleaner. :D

    Dynamic Score Attempt v2

  • I have the multiplier working for whenever you kill enemies in a single jump but I don't know how to use custom fonts. I like the old school pixel sprite font that I have so I just kept all of the kills at 500 til I can figure out how to incorporate fonts ion construct 2.

    I like the font too! :D

    The only thing I can think of is to create a sprite object with animations containing the numbers. It could have animations with the numbers 0 through 9 (and an X for multipliers).

    If the player gets 500 points, create a sprite that displays a 5. Then create another that displays 0 and move it the right a little. And so on...

    (Not sure I explained that very well :S)

    o I'm guessing for the ubi balloon glide I can give ubi a variable that only resets whenever he hits the ground? That way the player cannot keep using the balloon mechanic over and over, correct?

    That is correct!

    lso if you'd like to be one of the official testers that would be great. I would include your name in the credits. I don't have anyone really testing the game right now outside of a couple of friends.

    Sure! Just PM me a link to the current build and I'll see what I can do! :D

  • For the respawn thing, you could have a object that spawns certain enemies (I'll call it an enemy spawner :P)

    For example:

    -Place an "enemy spawner" in areas where you need to kill enemies to progress. Give an instance variable that counts how many enemies it has spawned (I'll call it "EnemyCount").

    -If the player kills an enemy that particular spawner created, it subtracts 1 from "EnemyCount".

    -Then if the spawner a certain distance away from Ubi (or it goes offscreen) and "EnemyCount" is zero, spawn another enemy.

    (You could also make the spawner create another enemy after a brief period of time like 1-3 seconds. Just use a small animation for the enemy spawning like a puff of smoke, fading into existence, or something.)

    Thanks again for your feedback! It's very valuable!

    No problem :D

    Edit:

    If the player kills an enemy from an enemy spawner, give them points only for the first 1 or 2 enemies it has spawned. This is to prevent players from exploiting the spawner for points. :P

    Edit 2:

    Some more suggestions

    • If Ubi's balloon is about to pop, pressing up again will give Ubi a new one.
    • Stepping on multiple enemies could use a score multiplier. For example, stepping on one bird will 500 points. Stepping on another bird before hitting the ground would give 600 points or "500 X 2" points, and so on. :D
  • The game looks amazing! I do have some suggestions:

    • Can you make certain enemies respawn if I camera moves away a certain distance? If I kill the bird enemies I need to jump on to proceed through the level, they don't respawn.
    • Can you make Ubi's picking up animation a little faster? Perhaps it can move slower for items that give more points. For example, plants can be pulled out quickly, but certain items (maybe small hidden bits of Ubi's ship) take more time to pull out of the ground.
    • While invincible, Ubi does not bounce off enemies. This could be a bug or you could use this as an unusual game mechanic. Do you jump on the enemies to reach a higher area, or go run through them to reach a different area. :D
    • Does the amount of life Ubi has cap at two hearts or is that a game mechanic (like The Legend of Zelda where picking up heart containers increases the amount of hits you can take)?
    • Can you add the ability to run by double-tapping left or right or by holding a certain key?
    • If Ubi falls in the water, can you make him sink faster, or possibly use the balloon to help him float out.
    • For some reason, I jumped on a bird enemy, picked up a plant and got 10,000 points. :P
    • [Minor Nitpick] The title screen music only goes through one loop, then plays the Notion Games Logo.
    • [Minor Nitpick] When picking up coins, instead of just playing the coin pickup sound, make the sound stop, then play it. Picking up several coins at once will make the coin sound a bit loud.
    • [Minor Nitpick]Can you make the HUD contrast a little more from the background. The score and the clouds are the same color.
    • [Minor Nitpick]The clouds don't move.
    • [Minor Nitpick]Spamming the space bar on the title screen make the sound play a bunch of times. Spamming jump during the level introduction (the part that displays the level's name) plays the jump sound a bunch of times.
    • [Minor Nitpick]Ubi has the power to hover over grass. Can you move the grass to the foreground?

    I'm not sure if you've already solved these things already. Even so, the game is quite good! Great work! :D

    Sorry if I sounded overly critical!

    (Also, sorry for writing such a gigantic list!)

  • My first attempt appeared to focus on graphics, art, and the way bullets worked. This attempt focuses on the environment. That is, stages, powerups, and level scrolling.

    The ship's base configuration only has a single forward shot. The ship can change into different configurations.

    -A Powerups will change the player to Assault Mode, giving them a stronger forward shot.

    -S Powerups will change the player to Speed Mode, giving faster movement forward and will fire from behind.

    -Pressing space will reset the player to their base configuration.

    The idea behind this game was that the core gameplay is based around your options (the two grey attachments on your ship when you pick up powerups. The options would have been invulnerable to most bullets, and getting through the game would involve changing configurations and resetting when needed. Not sure if I'll make a full game based on this yet.

    Edit: I forgot to mention this. Press 0 to go the test stage. It is recommended that you reset your weapons after switching stages.

    =====Controls=====

    WASD --------- Move

    Enter -------- Shoot

    Space -------- Reset Weapons

    =================

    Bug: If you die, you will respawn to the left of the Camera object. If that area is blocked by a wall, you constantly die until the camera scrolls out of the way. Sorry :P

    Try it Here!

  • Even it is more of a test than a actual game, I still it looks pretty good. Admittedly, the "3D" background could have been better animated :p

    Some of the objects and sprites have appeared in previous games I've made. :D

    ====Player's Controls====

    Move ----------------- Arrow Keys

    Shoot ---------------- (Hold) Space

    Launch Missile ------- Z

    =========================

    ====Enemy's Controls====

    Fire Destructible Bullets - 1

    Launch Homing Missiles ---- 2

    Fire Circle of Bullets ---- 3

    =========================

    Try the game HERE!

    Tell me what you think!

  • Is it possible to make a platformer similar to Metal Storm on the NES?

    Example: Metal Storm Stage 2

    Notice how the level wraps from top to bottom.

    Is this possible to do this in Construct 2? If so, please explain or post an example.

  • Sorry, I was writing my reply just when you posted yours. :P