EpicRaid's Recent Forum Activity

  • Big Wave Games

    Looks nice. You've added in many details I see. Like the escalator moving in the back, even though few people would notice it it's still there.

    What I recommend most is to keep the scope of the game small! It's really tempting to put in all kinds of awesomeness and details. If that doesn't work, post about the awesomeness because positive comments can keep you going. Not always in the long run though. So yeah.. either make the game short and with lots of awesomeness and details or strip/cut those and make a longer game.

    I'm like you, also very tempted to start new projects, ahh man so many awesome ideas I have. I'm sure you've got the same thing going. Still though, you mention 'end of the year', man, I can't work on a game longer than one month! I'd be fed up with it!

    Anyway I like the style. I really like isometric games anyhow. Is the game about the rat race? And will he go bananas after the printer gives another 'PC load letter' message in his office (look up the reference and you may just get many new ideas for your game if I got the subject correctly)?

    I was really hoping the video would be longer, oh well, until next time I guess!

  • So.. no one?

  • Well, I ended up creating an invisible tiled background for each lane.

    Then when any unit of the family is overlapping it and has as the same Y as the lane, it can create an object. I register which lanes are free and occupied.

    If the current lane is chosen but occupied, I call the function again that chooses a random lane which isn't occupied.

    It's probably not an ideal solution but it works for now.

  • I remember a few years ago that the scoreboard was to be introduced to C3, here we are now, I can't find the object type anywhere in C3.

    Or are scoreboards permanently disabled on the C3 Arcade? I couldn't find any information about this after numerous searches.

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  • Thanks for your reply. Yes by 'double' unit I meant when two of the same units spawn on the same Y position. I only want one unit on that lane/Y position at a time.

    In general though, you can record where the last unit spawned in an instance variable. Check against that instance variable to make sure the next unit doesn't spawn there, then update it.

    Could you tell me how to program this? I made this but I think I already had something similar and it isn't working anyway. By the way LaneY is also the name of the instance variable on the Family 'Units';

    P.S. I want to keep the randomization for Left and Right though because that needs to be random, it's part of the gameplay.

    Thanks.

  • I have a game where units are spawned on lanes. Units can spawn both left and right of the screen and will always move into the layout.

    I want to prevent any 'double' units from spawning on the same lane. How would I go about programming this?

    I tried this; but it's destroying the unit sometimes when in the middle of the screen.

    Units spawn every 4 seconds.

    Some more info on the 'system' of spawning;

    I hope it is clear.

  • If you are 'old' like me, you'll remember games made in Flash. And you'll definitely have vivid memories of playing Flash games. One of those may well be one of those 'real estate tycoon' games.

    This is my version. It's very similar to those of that era, I thought it was nice to see if I could make it myself, with a little bit of help from the Construct community of course!

    I actually made this a half a year ago, but since it was just sitting there on my computer, why not put it on the Arcade for people to enjoy?

    Game link:

    construct.net/en/free-online-games/real-estate-boss-42574/play

    Screenshots:

    Tagged:

  • You can export it for web. It's the first option from the export dialog.

    You'll get a .zip file, which you can upload. I found this Youtube video that explains it in more detail;

    youtube.com/watch

  • Your game looks fun bro. I like the colourful graphics. I think with some music and sound effects, it'll be pretty dope.

    Did you just reply to your own topic pretending to be someone else? 😆

  • Thanks for you reply.

    I'm not sure if I'm getting it, I have this now;

    Basically I'm trying to prevent the total ammo from going into the minus and just add what's left of the ammo to the clip.

    Am I heading in the right direction? 😅

  • Hi all,

    I'm trying to make a weapon reload system, where you can reload your pistol if the clip has less than 10 bullets, and the clip can hold 10. However, it becomes problematic when trying to program it to add the remainder of the ammo when it is less than 10.

    So say there's 5 in the clip, and 8 in spare. It should subtract 5 from 8 and add 3 to the clip making it a total of 10 again. But there are many different combinations and it feels very inefficient to do it this way:

    As you can see it's 'easy' when there are always enough (10 or more) spare ammo. But say there is 3 in the clip left, and 4 in spare, it should add only 4 making it a total of 7.

    How do I go about shorten the code and not become 100 lines (as demonstrated in the image I posted)?

    Tagged:

  • I played it to the end. Nothing too exciting though, that's just my opinion.

    I think the blobs that the enemy skeletons shoot travel a bit too fast. Sometimes there was no avoiding being hit as you hid enemies just around the corner. The element of surprise was intended, but I didn't 'stand a chance' of avoiding being shot so it felt a bit unfair.

    Also the health bar.. couldn't figure out how much health I had left, I think a simple health bar or plain number is better.

    The bats are a bit of a useless enemy though, at least let them fly in your direction and when hit subtract health. Right now they're just cannon fodder. :P

    I'm also working on an FPS, trying to keep the scope small, I think you did a good job on that.

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EpicRaid

Member since 13 Feb, 2015

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