Phobos002's Recent Forum Activity

  • (Originally titled 'Yet Another Ghost Shooter Ripoff!')

    I was messing around in FL Studio one day and made a cool sounding song

    for once

    , and I thought "God I wish I had something to use it in!". So I decide to make a small game; Nothing too small or too big, just something for mindless fun. I had finished a playable version (v0.3a to be exact) and created a Changelog and such. I also made a theme song (Which I believe lacks more than the actual in-game music, for some reason) for it, which plays at the main menu. There are many more features then just THAT, for cryin out loud! Just play the damn thing!

    Screenie: <img src="http://img812.imageshack.us/img812/7307/yazspreview.png">

    (Yes, I took a snap of the very start of the game. Woo.)

    Latest Version: http://dl.dropbox.com/u/21499454/Games/YAZSv033a.zip

    [quote:25g8w90w]Controls:

    Up, Down, Left, Right = Movement

    Mouse = Aim & Fire

    Powerups:

    Health = Gives you more health. Limit is 200.

    x2 = Doubles damage. Picking up another will extend the time and multiply it again, setting it to x8! Limit is x8.

    -1 = Lowers Zombie Power, making newly spawned zombies weaker. Limit varies based on Difficulty.

    Weapons:

    Shotgun: Fires 5 bullets with a x3 dmg multiplier on each bullet. Slow fire time.

    Machine Gun: Fires bullets with no multiplier automatically.

    Pistol: Fires individual bullets with a x2 dmg multiplier per-click. I could of sworn I added a rate-of-fire already though. :

    BRO-TIP: Zombies each spawn with Unique parameters. Each one has separate Health, Damage, Speed, and Size.

    DEMENTED DIFFICULTY UNLOCK REQUIREMENTS (On Death):

    Must be playing on Hard Mode.

    Score: 100,000 or higher

    Kills: 150 or higher

    Zombie Power: 10 or higher

    Please post some ideas or criticism!

    ===

    The above was a C/P of what I posted on a different forum. Now, let us discuss the future of this...MONSTROSITY.

  • There's no need to bump your own thread. It hasn't even been a day yet.

    If you want people to be interested in your thread, perhaps you should tell them what the game is about and post a screenshot. People don't tend to download stuff unless they have some idea about what it is.

    Also, get Dropbox. Megaupload is terrible.

    Good point, Ill put a video in the first post.

    Also, I did see you guys using dropbox, but I didn't want to use it because you had to download it. (Me being lazy).

    Im going to DL it now.

  • Uh...Bump?

  • I was tired of making myself make large projects on the get go, so I am trying to make a sorta small and extremely simple game to get used to making games, then I could work on larger projects.

    WARNING: Crude Humor ahead!

    http://www.megaupload.com/?d=HODI3KCE

    EDIT: R is Quickload and S is Quicksave

    Video:

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  • Fantastic! C1 is my favorite Game Creation Platform, and C2 sounds like its going to be ground breaking!

    I've always wanted to create a retail game with construct (Mainly to help my family and such), and I was wondering if purchasing C2 will allow you to sell/publish your work?

    Can't wait to see it!

  • So the different objects are just frames of the edi_block sprite. To add a new object, add a new frame. That's all.

    Yes, but the problem is that the blue background is a VOID that is not meant to be seen. I would rather like a second object representing object spawns that overlap the terrain. I fixed this any-who, thanks to the below information:

    Click on the small plus sign to the left of the condition to reveal the whole event tree. There's actually a loop below that, which sets the value at the current array position to the frame number.

    My reaction: WAZZAWHAT?!?

    But thank you so much for the help! I am defiantly crediting you in the credits!

    EDIT: Actually I guess I will end up using objects in the thingamajig because its easier. I forgot I can set the things back to a space after the layout starts.

  • Okay, I took a look at your cap and made some edits:

    http://dl.dropbox.com/u/2306601/plinus_edit.cap

    First of all I noticed that you placed the gameplay area full of blocks in the layout editor, which is unnecessary. Even if you do want blocks sitting everywhere right from the startup, you should use a loop to create them (toggle event 2).

    Also you didn't seem to have made up your mind whether to use different objects or different animations to represent the different blocks/gameplay elements in the level editor. I think it's usually best to have one single object with different frames in a 0 speed animation. So I added that in.

    And I didn't see that you set the size of the array anywhere. You can just calculate the array size from the size of the layout/display on startup (first event in my edited cap, note that the -2 accounts for the border). Also it's a good idea in a game like this to have a global variable representing the size of a cell (Global('cellsize')). So you can easily reuse it where needed and your game will still work if you suddenly decide to change the size of a cell too.

    Well, loading and saving, it's obviously just some array loops. Checking for blocks at the currently looped position. And eventually storing the frame number/creating the object and setting the frame number. If there's no object at the current array position, the value is 0. Anything above 0 represents the animation frame number.

    So yeah, take a look at the cap. I hope this is helping. For further questions you know what to do.

    It helps a lot! But what confuses me is that I don't know how you saved the blocks, because I created a new object and it didn't save it.

    And all you did( for saving ), as far as I can see, is clearing the array with a value. Where are the events that save the information about the blocks?

  • I do believe there are quite a few examples around the forum for this. A recently added array map editor seems like a good match:

    Haven't tried that one myself.

    > Please help if you can. (And I know you can. )

    >

    You're right about that.

    In case you absolutely need specific help with your cap, say so and I - or someone who's faster - will take a look at it.

    Yes. My game has a border around the edges, and I just don't know the right formula for having the objects inside the thing and not the borders, and also save it.

    Here is another cap: http://www.megaupload.com/?d=X6NN82FA

    Please help if you can.

  • I am trying to make a editor for my game so that I can make levels easier, but I am having issues with saving arrays. How exactally does an array work, and how would I save it in this case? I tried using R0J0Hounds array saving application as a guide to the right direction, but, alas, I don't honestly know what I am doing.

    http://www.megaupload.com/?d=PXREUT8D

    There is the cap file.

    CONTROLS:

    1 - Solid Block

    2 - Empty Space

    3 - Plinus block (More will be explained for this object later)

    There is also objects:

    SPACE - Spawn interchangeable object. (Only player spawn atm)

    Please help if you can. (And I know you can. )

  • [quote:vywpsd2b]Is it possible to rip the python code from a .cap/.exe made from construct, or will I have to do stuff from scratch?

    If you have the cap you can just copy and paste the python scripts.

    [quote:vywpsd2b]I want to do this because it makes making my game modifiable far easier then rewriting every event in python. That and I don't know python, and I hope that I can learn from reading the events in python.

    Construct doesn't convert events into python, you would have to rewrite your events into python manually.

    For learning python in general I've found these two links to be useful:

    http://docs.python.org/tutorial/index.html

    http://www.tutorialspoint.com/python/index.htm

    If I misunderstood your question please clarify.

    Thanks a bunch! I wish we could rip out python code from Construct though. Maybe I could ask in the suggestions thread so it can be added in Construct 1?

  • Bump

  • Is it possible to rip the python code from a .cap/.exe made from construct, or will I have to do stuff from scratch?

    I want to do this because it makes making my game modifiable far easier then rewriting every event in python. That and I don't know python, and I hope that I can learn from reading the events in python.

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Phobos002

Member since 7 Jun, 2010

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