Chezzy's Recent Forum Activity

  • I'll keep that in mind alee.

    But now... the .cap!

    Here's a sendspace link: http://www.sendspace.com/file/dettf3

    (If anyone can link me to another good file hosting site, I'd be a happy camper.)

    What I've done so far:

    I've made the house items object, basically all the items you see you will be able to find in houses.

    None of the guns do anything right now (I've yet to create the inventory, but I've got a good idea of how to do it) however you can press 1, 2, 3 or 4 to see the animations for the guns.

    You have a 20 slot limit, but ammo and batteries stack on each other and only take up one slot. When I add the inventory you'll be able to drop things.

    Press E to pick up items.

    remember, every item is randomised, so run it a few times to see!

    I have one problem so far, and that's picking up two items at once. I need to find a way to make it so that you can only pick up one item at a time. If anyone can help with this, that would be great.

    I've solved my earlier problem, btw.

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  • Argh, I don't know what's up with mediafire. I'll post another link soon (I've updated the .cap since then and it's not quite working for testing)

    Thanks for all the positive replies

    shinkan it's not quite screenshot worthy just yet

    Soldjah there will be sort of hidden places with better weapons and stuff, like military bases and police stations. Also, I love that idea about NPCs that could help you, I might just add that

    Just to clarify, the game will be mostly randomised on startup. Things like weapons and items will be randomised, however you can find different items in different places (you'll find different items in a police station than you would in a house) The only thing that isn't randomised is the level, and I'm wondering whether the player should be randomly placed or not.

  • I'm making a zombie survival game with construct

    I've been planning all over the weekend, writing game mechanics and drawing diagrams, and I've finally started work on it. It will feature:

    • a huge open world
    • 30 items, 15 of which are weapons
    • health, energy and hunger systems
    • day and night system (zombies only come out at night, at day you must find supplies and shelter)
    • top down shooter view, with shadows
    • different types of light sources (flashlights and lanterns)
    • barricade system
    • 20 slot inventory, and the ability to drop items
    • custom music

    So far I've only done animation stuff, mainly because nearly all the animations have to be finished before I can move on to the game mechanics. Right now I'm having a problem with the item I've made. It's supposed to be randomised at the beginning of the layout, but it's not changing animation. If anyone can help with that, I would appreciate it.

    Here's the cap: http://download54.mediafire.com/0q0owzzfdmqg/datnkwxjuvn/Barricade.cap

    Like I said, not much there yet, but there will be soon!

  • <img src="http://www.carsexotic.org/images/Lamborghini-Murcielago.jpg">

    That thing.

  • 2: No, there's no built in way to do this. What are you trying to achieve?

    I'm making a game where you can pick up items off the ground, but I don't want the player to be able to pick up two items at once.

  • Hi, I have two questions about the overlapping sprite condition:

    1: How do I make it so that it registers as overlapping when the player is only overlapping the box of the sprite, but not the actual sprite? Is this possible without making a detector?

    2: Is there a way to make the game only register one sprite being overlapped by the player? For example, if there are two sprites next to eachother, and the player's box is stretched over both of them, then the one with the most pixels over it will be the one that is overlapped?

  • Thanks, great update btw

  • How do I create offsets for the sprite-detector thing? This could really make my work alot easier.

    Great update btw

  • I think I found a good way of doing this. I make the light sprite look like a torchlight, but have black space all around it, so it looks like it's not lighting up those areas.

  • Heh, I like the idea of community challenges. Davo and I came up with this one. You'll need the latest 0.98.4.

    It doesn't look as good as Squeemish's, but it uses instances of the same object, instead of a load of clones (which would get kinda annoying in the event sheet editor).

    For some reason I couldnt load yours, it said it was made in a newer version of construct (but mine is up to date, I clicked the update button and it said it was)

  • This is very addictive, good job

  • 16, aspiring game designer. That's why I'm here

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Chezzy

Member since 6 Jan, 2009

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