SoldjahBoy's Recent Forum Activity

  • Thirded. Fourthed. Whatever.

    Very useful idea.

    ~Sol

  • <img src="http://i46.tinypic.com/25iarme.jpg">

    Hahaha brilliant

    LOOOOOOOOOOOOOL

    Welcome to the boards. Nice way to make an entrance

    ~Sol

  • Object: Sprite

    Behaviour: Physics (even though it's only Box 2D which isn't totally fantastic)

    Effect: Dodge and Burn

    ~Sol

  • Oh I forgot to give props to Mipey and Deadeye as well!

    All those guys all helped too... I think this project so far has been the bane of everyone in chat haha. I'll make it up to you guys somehow I promise!

    ~Sol

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  • More information may generate more interest.

    ~Sol

  • > Looks awesome, can't wait to see more

    >

    > ~Sol

    >

    Thanks! I've posted a WIP video for the Elysium level on youtube, the link is included in the original post and here:

    Hahaha thats pretty cool

    My only suggestion is for the particles on your travelling platform... Make them like little skulls or devils heads or something like that.... unless it's meant to be steam? I know your guy is like the steam king.

    Looks pretty cool so far though... although it also looks hard. I can see myself dying many times over haha.

    Nice work.

    ~Sol

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  • Hello! <img src="http://i987.photobucket.com/albums/ae352/constructgame/ge.gif">

    The surface on which rides your tank - is it a sprite object? Or is it another object?

    How did you make the surface so large and seamless?

    Hi Mary Jane, so sorry I missed your post here some how.

    The terrain is quite complex... I had lots of help from shviller, linkman, lucid, newt, David, Aeal, and probably others (sorry if I missed anyone!)

    The best way is to perhaps just show you rather than try to explain it in detail, but basically I used an array to track the pixel heights of each terrain column. Each column is a 1 pixel wide sprite object. The terrain is generated by random nodes that set the array values for the length of the terrain, and the spites get their heights from the array.

    If you want some better detail I am happy to help you with this. Just PM me or try to catch me on chat (I'm not there often these days, but you never know).

    Also, I have an announcement:

    TONKS now works again properly after installing the latest Construct version, and making some small changes to the cap.

    Work can now resume on the project. YAY! Maybe we will have a game out of this mess yet.

    Thanks again to everyone who has helped and contributed so far. I will make sure your efforts were not in vain!

    ~Sol

  • > I think I'd prefer the camera to be stable rather than following the main character religiously.

    >

    Thank you for the feedback! I wonder, however, whether or not you have any suggestions as to how to steady the camera? I'm baffled.

    Make a ghost/dummy object that follows the player using 'lerp' and make the camera focus on that object. The 'lerp' function will make the camera gently float around near the player so you may still get some screen/camera bob but nothing that will make you want to hurl (like now).

    I was going to mention this in my post previously as well, but I forgot lol.

    *EDIT*

    You could also try using the same camera controls I am using in TONKS...

    ALWAYS>
    ScrollX + (ObjectX-ScrollX)*TimeDelta
    ScrollY + (ObjectY-ScrollY)*TimeDelta
    [/code:1qtnkr5o]
    
    ~Sol
  • Awesome style

    Hard game so far, the enemies seem far too aware of the player... its hard to sneak up and kill them. Other than that I think it's great and I would love to see more

    ~Sol

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  • I love zombie games

    I can see this becoming like a 2D overhead version of L4D or something.

    Nice atmosphere!

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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