EpicRaid's Recent Forum Activity

  • I've had the same a couple of times back.

    It's to moderate spam on the forum. E.g. if you post many times within a short amount of time, especially if you open up new topics.

    Also given your topic to post ratio is about 1:3.

    This is just my take on it, so take it with a grain of salt :P

  • dekman

    I know it's been a month.. how's the progress?

    This looks pretty dang neat. Great job on the graphics. Only thing that looks a bit odd is the stepping of the player. The legs are in certain cases on a 90 degrees angle with the players upper body. That looks really weird.

    I think the NPC thing is very awesome! It gives you the feeling you're not alone (like in every other zombie shooter) and makes it a bit more fun to fight 'together'. For a second I thought I was playing with another human player, imagine how cool that would be; to play with your friend.

    Maybe coop mode with a friend could set the game apart from others. Like you said, right now it's a bit generic and you want it to stand out if you want it to be successful. I was thinking of an app, I'm not sure which would be more difficult to pull off to achieve multiplayer; desktop or app.

    Oh, and the red blobs that fly towards you when you kill a zombie, I couldn't figure out if I was being hit or that I got a point or something. In any case, perhaps on collision have a '+10' graphic displayed top left of the player, or a blood splat if it's a hit. If you didn't already, getting late, memory failing.

    It would be a shame to see this project get stranded. I know how you feel; the project has taken a lot of your energy (kudos for working on it for a year) and it's becoming a drag.

    Hope the comments here give you that needed boost. The game looks and handles professional, you can see the effort put in. So don't let it go to waste.

  • Well, it reminds me of one Flash game where you could upgrade your car and drive the parcours and crush zombies. I can't remember the name of the game though.

    The game name 'jokes' are a bit over the top if you ask me. Initially I thought you spelled it wrong/made some mistake with the word 'Rockit'. I'd probably make it like 'Rock-it Powdered Carnage' instead. That makes it a bit more obvious.

    Some stuff I noticed; got a bit stuck now and then, also, after the half pipe I suddenly had to drive backwards, didn't know how to 'invert' my car.

    I didn't test the game that much to be honest, but if you want to make a good impression and make the game more inviting to test you need to put in appealing graphics and have fluent gameplay. I think both are missing in this stage.

    I think you can play the game on mobile; just create touch joystick buttons and simulate keyboard press. You know; your basic left and right button, shoot, select weapon.

    - R

  • Experimenting with populous type map manipulation, plus mini map.

    mOOnpunk Looks pretty cool. I've no idea how to even begin making that!

    What are your plans for a game with that manipulation?

    Never heard of Populous before, had to look it up. It looks like a DOS-Win95 era game with a literal god mode, lol.

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  • I can't be the only one annoyed by this. Can I turn it off somehow? Like that it only opens 'on click' like it used to?

  • > pyramidlakegames

    > i saw your game have 1000+ downloads, i am also an indie developer and haven't reached 100+ yet, can you please tell how did you achieved 1000+?

    Strategy and a whole bunch of luck?

    I covered some of the basics of my strategic thought process in this local interview:

    http://www.hngnews.com/lake_mills_leader/article_9d1f1682-4309-5427-a6b6-8f7f7f42cf7f.html

    Unfortunately, EU countries can't read that post. The website is completely blocked. I guess HNGNews forgot to update their privacy policy, lol.

  • Hello,

    I was wondering about this.

    To make the custom loading screen appear as soon as possible, can you somehow tell which files need to load first?

    E.g. I would want my progress bar to load/be visible above anything else, then a small logo (all on the same screen).

    Also, currently you're almost forced to set 'Preload audio' to 'No', else it will interfere with the custom loading bar. Then in the Splash/Menu you need to preload all the audio in a custom manner.

    I'd like to tell the game to load the progress bar first, then a small logo, then load the graphics AND the audio. In that order.

    But if I set Preload Audio to 'Yes' then the standard C2 loading will show up first, up until 63%, then a few seconds of my custom loading bar and logo, then jump to the Splash/Menu.

    Does anyone know how to do this?

  • Mikal This looks nice and it's an interesting concept. Tad bit too dark perhap. Maybe if you created daytime levels it'll be easier!

    You know; start on daytime, easy going to get into the game. Then gradually increase difficulty; faster moving enemies, sometimes an enemy vehicle like a tank requires two hits, and of course night time, fog/clouds that kinda stuff.

    Are the troop crawlers suicidal? lol, doesn't make much sense to me. Perhaps use suicide bikes instead; C&C Generals ZH style. Then also add stationary tanks/artillery that fire from the top left of the screen, where the crawlers spawn from. And of course infantry troops storming convoy the convoy head on (top right), and spawn mines to be destroyed and other obstacles also from top right.

    Also, maybe make the rockets look more like.. rockets. Right now it looks a bit more like fireworks. You could try to make a rocket smoke trail and fire coming from the rocket, smoke fades slowly out of screen.

    That's some nice ingame lighting you've got there by the way.

  • Hi dop2000,

    I looked at your updated capx, but I think the programming there is way over my head.

    I'm not sure how to go about limiting the bucket movement speed of the drag and drop. Seems like a good solution, although I really wish I didn't have to.

    As for using the solid for the bucket, with the bullet for the falling objects, I also tried that idea, but seems like the bullet object will even go through solids as well.

    How would I go about moving the bucket with physics actions with user mouse/touch input?

    Thanks again :)

    ::Referenced you after edit, not sure if it works.::

  • Hi,

    Thanks for your reply.

    Honestly I'm not sure how else I'm supposed to recreate the Drag & Drop and Pin behavior. Both are needed for gameplay and to keep the components and a graphic together right?

    I chose physics because that seemed to be the most obvious solution.

    The demo you created actually works out the same as mine, perhaps yours has a slight less chance of the apples going through the edges. But it still does if you move the bucket fast enough. Even had a few frozen apples on screen.

    Also I'm a bit confused; why there are two buckets; one stationary and one moveable? Are they supposed to work together? I don't unerstand.

    Or perhaps more importantly, what can I use to simulate physics without using physics!

    - R

  • Hello.

    I made this sample:

    mediaconceptfactory.com/testgames/TestBucket

    Capx:

    mediaconceptfactory.com/testgames/TestBucket.capx

    If you move the bucket really fast the blocks will just go right through the edges of the bucket.

    The bucket has standard 'physics' settings. I was wondering which to change to what to prevent the blocks from going through the edges of the bucket?

    I tried making the edges thicker but that didn't do anything. Setting 'Bullet' to 'Yes' in the Physics properties of the block doesn't seem to work either.

    Any solutions?

    Thanks.

    - R

  • Hello,

    I was wondering how to solve this.

    See, the 'wait 4 seconds' at Intro 2 condition doesn't get executed. While the 'wait 4 seconds' at Intro 0 condition does.

    How can I make it wait at the Intro 2 condition for 4 seconds anyhow?

    Thanks.

EpicRaid's avatar

EpicRaid

Member since 13 Feb, 2015

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