Steven's Recent Forum Activity

  • The pixel art version was far far better looking. It was classy and controlled. This HD version doesn't look good at all :/

  • Hey all.

    I am having some trouble with creating some wall jumping. I have used this method in the past and it worked great, and it is working fine for the most part. However, if you wall jump on the right hand wall, and hold right, the air deceleration works as expected, but if you wall jump on the left hand wall, and hold left, it is vastly different. Bothersome.

    If anyone can take a look, if anyone can see any glaring mistakes i have made, i would be very appreciative.

    It is a very small .cap (49KB)

    http://dl.dropbox.com/u/1487524/Constru ... rsaken.cap

    Edit - Have done some testing in Build .9962 and it all works fine, so there must be something a little wonky in the current platform behaviour build

  • Been playing around with the shadow caster and lights etc and finally got something pretty cool working

    (excuse the frame rate, i only have my old laptop to run this on atm, runs great on my pc)

    <img src="http://dl.dropbox.com/u/1487524/Old%20stuff/Lights1.JPG">

    <img src="http://dl.dropbox.com/u/1487524/Old%20stuff/Lights3.JPG">

    Edit - Changed second pic now that i figured out how to make the shadows darker.

  • Any more details? Are the variables random? Or counting up steadily until reaching a limit?

  • I have not been around for a while, but saw this on Bytejacker and am loving it. Had to stop by and give my compliments to the chef, DavioWare.

  • I have successfully done what you are doing here chap, check you haven't got things on different layers etc

  • Is an amazing game.

    But it has some terrible fight set ups. Maybe it wouldn't be so bad if i was playing on easy or normal, but too much in the big fights comes down to pure luck.

    Big dude, runs at you, bumps a wall, hit him, repeat.

    Then 8 to 10 normal guys drop in. Avoid those tossers/Beat them down, while the big dude, runs at you, avoid tossers, bumps wall, beat guys, hit him, repeat.

    Then 10 to 20 MORE guys drop in,Big dude, avoid, runs, beat, at, down, you, guys, bumps, everywhere, wall, dudes, dodge, hit, avoid, hit, dodge, charge, beat, counter, repeat

    Sprinkle in dying at every stage of the battle for the last hour. The normal guys take such a beating to put away, and worse, a long 'finishing' move to stop them getting back up, where you can't defend yourself, with 10 to 20 other normal guys, and 1 or 2 big dudes running at you.

    A little frustrated at the moment, but it is such a good game that i will, tomorow(i am NOT going back to it today) spend another hour or so dying in this one same battle, over and over again, just to see what is next.

  • Looks great chap, nice effects and art.

    Damn hard though, very unforgiving! I can get around the severe bounce back/falling to your death in most instances, but the little platforms with the hair walkers flicking back and forth are a little too much for me.

  • Are you using the platform behaviour? If you are you don't need to manually set the collision, just set the collision item to 'solid' under attributes. I think this is true of all the behaviours.

  • Don't use the bullet behaviour at all, Just set the sprites X position.

    Loop a creation event how ever many times for the amount of asteroids you want. Create them outside the window size(so if its 640x480, set their position to 700 etc)

    Then when they pass out of the Left Display edge return them to the other side.

    SO, you have

    CreateSprite:Asteroid at 700+random(200),random(480)

    Run event 100 times

    Always:Asteroid.X=6*60Timedelta

    :Add 2 to rotation(center the hotspot/image point for central rotation, off center for more interesting rotation)

    Asteroid.X -100 DisplayLeft:set position 700+random(200), random(480)

    :set Asteroid width to:50+random(20)

    :set Asteroid height to:50+random(20)

    That should get it going, and you can do all sorts of things with it, add more variation in size, speed, positioning, rotation etc

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  • With a lot of patience it could be neat, but i can't control the helicopter at all, no matter what i do, it swings out of control exponentially.

    It looks cool, and the idea is cool, but i can't handle it.

  • As MisfitBYTE said, double click the events. Certain conditions/actions seem to have a % symbol added into the mix that breaks everything, but opening and refinishing conditions/actions cleans everything up again.

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Steven

Member since 18 Mar, 2009

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