ryrydawg's Recent Forum Activity

  • Oh, how to play,

    The top boxes with lines are your angle selector. Click it once then click on the screen to place it.

    Once placed, you can drop and drag. to destroy the line, drag it to the top of the screen

    The goal is to get the pink ball to hit all the green boxes and then hit the exit door at the bottom with using the least angled lines as possible.

    The on off switch changes the angled lines to become bouncy or not.

  • Hey guys,

    I'm working on a little ball drop game and I'm trying to figure out how to create a loop ( i'm guessing a for loop ) so that when the player clicks next level, it adds 1 to level variable and then creates an extra green box per level

    So, level 1 -> 1 green box

    level 2 -> 2 green boxes

    level 3 -> 3 green boxes

    and so on. I know this can be hard coded in but I would like the game to be endless.

    If anyone has an Idea or something better than a loop, please shout <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Here is the link to the game capx if you wanna have a bash : https://onedrive.live.com/redir?resid=E ... file%2crar

    Thanks everyone!

  • Do you mean "www.dukygames.com" ???? And can you put my game (Hidden Jewels)?

    Google Play : Amazon:

    Unfortunately not, my site is so basic right now. I'm just an enthusiast. Not a pro

    The site is www dukgames com

    I'll still be happy to put your game up

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  • Oh sorry, the link is www (dot) dukgames (dot) com

  • Hey everyone.

    I hosted a site for some of the games I am currently working on.

    If you have anything you have finished, you can send it on over and I will put it up on the website.

    I don't have anything to offer in return besides the advertising you might get on your game.

    Contact me at if you interested.

    Keep well

  • Easiest way I did it was... Just compare the X values of the AI to your player.

    Shooter/Platformer : enemy.x >player.x+100 = Simulate left . This will cause AI to not overlap your player

    • Assign a platform behavior to the enemy and use the event wall is to left/right - Simulate jump.

    Shooting: Use another condition : enemy.x is greater than 0 but less than 300 ( Insert shoot action )

    Top down: Just use line of sight and move towards player.x/y

  • Oh, and if anyone has any ideas of improving the collision when fighting, that would be great. It's definitely the biggest issue so far

  • Thanks for the replies everyone!

    vybr, I didn't know you could do that :/ ! It does help a lot!! Thanks man!

  • Hi ryrydawg!

    Yep, the layout is 10,000 x 10,000 px, but only around half of it is currently used for the play area. When I start building out the actual areas I plan on having each one be at least twice that size if I can. It will all depend on how well I can optimize the game with the current test map.

    Awesome man. I was worried that creating a layout that size would cause issues but clearly it doesn't.

    Thanks again

  • Hey man, looking great! I have a question. What did you do when creating a map that size? Is it just a monster sized layout to begin with?

  • Start page is the layout you wanna start from....

  • Hey everyone. I am working on this 8bit rpg/platformer game.

    The art work is basic, basically just created as a place holder. I'm also struggling to get fully functional collisions when fighting though.

    The keys are left,right,up, and z to attack.

    On start, go to the civ and get a quest. Then complete quest.

    It's a very basic version of what i intend it to be but feedback would be awesome!

    Here is the project file

    Anything in that project file can be taken and used if you find a need for it

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ryrydawg

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