brent_hamel's Recent Forum Activity

  • Whenever you want to turn a Y value (in pixels) into a percentage, you need to divide that value by the WindowHeight (maximum Y value) and then multiply by 100 (this gives a value between 0, 100 that represents percentage). Now if you want to work in percentages and then translate that into a Y value, just do the same thing going the other way. Percentage divided by 100 (this becomes a decimal between 0, 1) now multiply that by your WindowHeight, and you'll get your correct Y value (in pixels). Hope this helps/is useful for you :)

  • I just want to start by saying that I love this behaviour. I've been using events to do the equivalent for a long time now and this is much faster, although (this is where my question comes in) is there a way to include the obstacles amongst objects the behaviour can see. For example, in the provided demo, I'd like to have the walls be effected the same way the pigs are, but not the pigs behind the wall. Again, I've been eventing this in the past, but the behaviour is so much faster that I'd like to use it instead... any ideas?

  • Unfortunately it might be hard to pique anyone's interest when it's only "volunteer" work. Even something little to offer in return for work will help to get people interested. Personally, I make platformers and do all my own graphics, and even a basic 16x16 pixel art character, with super simple animations (like 12-20 frames for everything) can take anywhere from an hour up to an entire weekend depending on character design and animation requirements.

  • Thanks for the input, I've just updated the game, there are a few new additions that I've listed in the initial post, hopefully they help deal with the issues you mentioned!

  • hmm, I was using WASD to play, I didn't try the arrow keys, you could try having a look at THIS thread and see what they discovered.

  • Well you definitely have my curiosity, as someone who's been using C2 for a while, HTML5's sound capabilities have always been something of an issue, but this seems really advanced for HTML5, unless I'm missing something really simple you've done to achieve this. Only real criticism is that the interface is very dull, but I'm sure you'll slap a sweet GUI over it and have an awesome synth app :)

  • Hi Grimwolf, I played your game for a bit, and here's what I thought.

    I like the Limbo-esque artstyle, I like the angry birds style gameplay, and I like the precision control I can get over the Balista.

    On the other side, I felt that there was too much trial & error to learn where the zombies were. Having a way to survey the map would make a huge difference for being able to plan shots, you could also offer things like a visual representation of your last shot (ala Angry Birds) and perhaps your last angle and lbs listed somewhere, so you have a reference for your previous shot when considering your upcoming one.

    I also found your instructions screen to be not completely clear, but was fine once I got into the game and started exploring it (I struggled with figuring out where to click at first, but sorted it out quickly enough)

    Also, given that this is your first C2 game (I don't know your history in game development) there are lots of us here that are happy to help you with any questions you might have about how to achieve various things you're looking to have in your game :)

  • Hey guys, just to let everyone know, as I'm in a hurry to get this posted to FGL, so I'll be taking the link down in a few days, as FGL asks that there not be any playable versions of the game active while sponsors are considering it. So if you want to give it a try, or offer any feedback or criticism, I'd love to hear it, but just know that link will be inactive in a few days. Thanks.

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  • Interesting concept. Took me a minute to work out what I was trying to do, but it wasn't too difficult. I like the powerups and powerdowns ideas you've got happening with the bigger blocks. Intuitively I kept expecting my size to increase and decrease when collecting blocks/taking damage, so I don't know if this is a mechanic you've considered or not, but it might be something to think about if you've not considered it already

  • This reminds me of an old CC demo that someone made using white lights (can't remember who posted it :( ) nice to see it appears in C2 now as well. Do you have any plans to use this as a game mechanic? Or is it more just meant as a PoC or Tech Demo?

  • Perhaps posting this in the "how do I..." section might be more useful for you, as you'll have more users that are prepared to answer questions and offer advice there :)

  • You've got a good prototype on your hands here. Personally, I'd keep the narrative as its completely ridiculous and can then allow for more over-the-top content. Nothing says fun like planes, maces, feathers, and blood. There are all sorts of ways that you could extend this into a full game. For an hour long jam, you developed an interesting concept. Keep at it, I hope to see it in the AppStore some day :) (mobile would make the swing mechanic interesting given the use of gyros!!)

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brent_hamel

Member since 31 Dec, 2009

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