Chezzy's Recent Forum Activity

  • Thanks, that works perfectly

    I'm going out now, but when I get back I'll get started on some more game mechanics stuff. Next, I think I'll get started on weapons and items. Then I'll update the cap.

  • Ugh, that's the second time dropbox hasn't worked for me. I'll upload it with mediafire instead, check the first post again.

  • With help from your post Silent Cacophony, I've managed to fix the problem I've also upgraded my construct to the latest, which I somehow forgot to do.

    I now face another dilemma, but this thread was really just for those small problems and I'm moving on to different things in the game now. I've created a journal thread for my game in the 'Your Creations' board.

    http://www.scirra.com/forum/viewtopic.php?f=4&t=6410

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  • It's the zombie apocalypse.

    Yes, I know. It's been done a million times. But it's been done a million times as an arcade gorefest.

    I have a vision for a zombie survival game, where survival is the main focus, not seeing who can shoot the most targets. I envision a large open world, a city sprawling with infected but also full of much needed supplies. The city is surrounded by smaller suburbs of houses and backyards, and a dense forest surrounds this, scattered with hidden shacks for hiding out in. There is a day and night system, with I am Legend style infected who are vulnerable to sunlight, making day the time to scavenge for supplies and night the time to barricade yourself in, or fight the zombie hordes. There are vehicles, many weapons, an RPG style leveling system, and co-operative split screen play. This is the world I have planned for Virus Sector.

    *cue dramatic music*

    OK, so some history. I was actually working on another zombie game a while back which I also had a development thread for. The project fell over, mainly because I was focused heavily on visual things like lighting and effects, and doing all those instead of creating a working game first. I have high hopes for this project, as it's neatly planned out this time and I'm going to try to get all the main gameplay elements done first, so I can see what I'm working with.

    I made this development thread for 3 reasons:

    1. To showcase the game I'm making

    2. For my own motivation

    3. To get help from the Construct community when I get stuck.

    Now here's the cap: http://dl.dropbox.com/u/7129504/Virus%20Sector.cap (updated with dropbox link, lets hope it works this time)

    Controls:

    Arrow keys: Move

    Press TAB to cutaway the buildings, to see behind them

    Press T to speed up time.

    A screenshot:

    <img src="http://img576.imageshack.us/img576/2851/virussector.png">

    It's still not totally as detailed as I want it to be. This is just a basic image to give you the idea of what it will look like.

  • Thanks for the help guys, those problems are sorted now

    One problems persists however. When you are in a building, pressing tab won't chop the buildings in half. The effect will only happen when you leave the building. I've tried and tried and can't seem to find why this is happening.

    Here's the cap: https://dl-web.dropbox.com/get/Virus%20Sector.cap?w=ea0175dc&dl=1

  • Hi, I have two problems in a game that I am working on, here's the cap: http://www.mediafire.com/?mjmm5xonmzj

    First problem: When you walk in the building (playerbox overlapping buildingfloor) both buildings become cutaway. I only want the building you're in to be cut away. How do I do this easily? Please keep in mind that there are going to be MANY buildings.

    Second problem: When you press tab the buildings get chopped in half, but pressing tab again doesn't bring them back to normal.

    Any help would be greatly appreciated!

  • People who have seen my Chasm thread would have seen this one.

    <img src="http://img195.imageshack.us/img195/2802/chasmscreen.png">

  • Sorry for the delay, I got a bit sidetracked. Here's an updated .cap: http://www.sendspace.com/file/j4yzsh I've also updated the OP with the updated .cap.

    I've edited the animations so that they're more balanced. I've also added head bobbing. I hope the animations are acceptable now, as I want to move on to more gameplay orientated things (however, I may revisit the head bobbing if there is criticism of that)

    I have also changed the speeds of the player to be less jarring. Running is slightly slower than before, and climbing is slightly faster.

    Lastly, I've added more visual detail. I've updated the screenshot for those who just want to look. I won't stop there though, I want to fill the whole screen with lots of detail.

    To tackle next: Water and swimming

    Please, your opinions/thoughts/criticism!

    (PS: I do have a bug... for some reason the body and legs sometimes go out of proper sync in their animations, usually after jumping or falling. If anyone can find out the reason for this, I'd be grateful)

  • Thanks for the criticism. I'll edit the walking and climbing speed to be less jarring. I also see what you mean with the animation. I'll edit the walking animation to not look so unbalanced, in the legs at least for now.

    I'll have an updated cap up (hopefully) later today.

  • Yep definitely, my aim is to add detail to every little corner of the game. Things like rocks and patches of plant growth, fungus and webs etc. And more leet rock pillars

  • Hi everybody!

    (hi dr nick)

    I've been working on a game for... 2 days now. It's called Chasm, and it's gonna be good.

    It's a remake of a very old game I made a few years ago using Megazeux. That game was extremely hard and not very good, however it looked nice and had some good ideas. This remake will lower the difficulty, and build on those ideas.

    Chasm will be a 2d platformer action adventure game. The story is this: You (the player) are a slave miner in an immense network of caves deep underground. Your masters rule over you with an iron fist, armed with electric batons and coil machine guns. But you don't want to work as a slave in the mines until you die. One day, at the opportune moment, you strike back against the guard with your pickaxe, killing him, and run into the darkness of the mines. From then on, you are wanted. Your aim is to fight your way out of the caves to the surface. You don't know what's up there, but you have to take the chance for freedom.

    In the caves you'll fight spiders and bats, and also the human enemies out to get you. The original Mzx game had 3 weapons (pickaxe, gun and grenades). The new version will probably add alot more.

    Now, this is in the creations forum, so I better show you what I've created!

    I've knuckled down to try and get what I've made to a presentable and playable standard that will hint at what the game will be like. I'm fairly pleased with what I've produced. Here's the .cap: (updated) http://www.sendspace.com/file/j4yzsh

    The controls: Left/right to move, Z to jump, up/down to climb ladders.

    Tell me what you think! I've created this thread to give me some pressure and some motivation to keep working on it, and I'd love to hear your criticism.

    Oh, and here's a screenshot. (updated)

    <img src="http://img195.imageshack.us/img195/2802/chasmscreen.png">

  • Ah. That was easy. You can probably tell now that I'm quite new to this

    Thanks so much!

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Chezzy

Member since 6 Jan, 2009

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