Caspis Sinclair's Recent Forum Activity

  • ...wrong section?

    This should be posted in the "Help and Support using Construct" section (along with your .cap file, maybe) .

    I'm not the best person to ask but you could make a variable called "cheeseeaten" and have it's value be "0" at the start of the layout. When the character's sprite touches the cheese you could change the value to "1".

    You could then make a condition starting with the system object that compares the global variable "cheeseeaten" to see if it is equal to "1". If it is equal to one then you could use the "create object" option (system) to make another piece of cheese at the same coordinates as the original (don't forget to reset "cheeseeaten" to 0 afterwards).

    I'm not sure what your problem is with adding points when you get the cheese, though. You said that you already have a scoring system?

    Just make a global variable called "cheese" and have it's initial value be zero. Make a "trigger once while true" condition and make it so that when the character sprite touches the cheese sprite it increases the value of "cheese" by one.

    Good luck!

  • Awesome.

    I had no idea that sledding was such a hardcore sport! The winter olympics usually have less machine guns and explosions.

    Pretty smooth control and great use of music/sfx. Overall this feels like the most complete game that I've played using Construct. Good work!

  • Thanks. Will tweak controls for sure! But do you mean that these controls are bad?

    Not bad... just different from what I'm (and probably most shooter fans are)familiar with.

    Non-instant acceleration/deceleration does add a bit of challenge, so I guess that could be a plus for some.

  • Instead of having the entire boss be damageable maybe try giving it specific weak points to destroy?

    I like the look of the ships and you have some varied enemy attacks, which is good. The control feels strange, though... most shooters instantly accelerate you to your maximum movement speed the second you press a direction, and you then stop in your place as soon as you let go of the key.

    Anyway, nice demo.

  • Dragons would be cool, but a Balrog would be more appropriate. They don't have to actually call it a Balrog, but everybody will still know what it is.

    And Orcs.

    ...maybe a Cave Troll or two.

  • Heh, not bad. Who needs QBasic?

    If your next project is "Gorilla" then it demands multiplayer.

  • I'm not sure why your .cap is acting weird... I made a quick copy of the level and it seems to work fine.

    Maybe someone else can confirm if it's working normally for them?

    (my file)

    http://dl.dropbox.com/u/1105553/quicktest.cap

  • You have to put the speed boosts at strategic points

    No, I mean you you can't actually drag the boxes. Well... sometimes you can, but it usually doesn't work.

    I'll reproduce the same level with different sprites and see if it still has the same problem. Probably just my computer being a pain.

  • Nice!

    It's surprisingly easy to make a basic "crayon physics" type game...

    For some reason drag and drop with the speed boosts doesn't want to work for me, though.

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  • NUG Man

    Are you going to add a shadow underneath the monk? He sort of looks like he was pasted onto the screenshot...

  • Nightraid!

    I finally remembered it. They have it over at Abandonia if you're feeling nostalgic (works fine under DosBox).

  • Graaahhh!!!

    "Paratrooper" (for the PC) was probably a big source of inspiration for this, but I remember a newer (but still old) tribute of sorts to the same game that had better graphics and sound.

    ...but I can't remember it's name.

    Damn you!!!

    Seriously though, it looks like a fun throwback to old arcade gaming.

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Caspis Sinclair

Member since 7 Apr, 2008

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