Phobos002's Recent Forum Activity

  • How can I have construct call external scripts from a folder? I thought this would be a cool idea for modding. Also, while we are on the topic of folders, how do get the game to read the folders in the apppath? I.e.

    %AppPath% & "scripts\gameplay\wakawakawaka.py"[/code:2jkarqgx] Or something like that?
    
    Also, A video I uploaded not to long ago about the said game I am working on.
    
    [youtube video="NjsyoKF1-2k"]
  • MERRY CHRISTMAS! HO HO HO.

  • Uncheck the Application property "Enable Scripting", unless you are using python scripts.

    That worked. Thank you!

  • Thank you guys so much! This helped a lot.

    EDIT: Erm, I have a new problem.

    <img src="http://img222.imageshack.us/img222/7579/errorp.png">

    Something about the event that makes enemies shoot. Which is important, so I cant just ditch it.

    What do?

    http://www.megaupload.com/?d=B6RHQIZS

  • Hello again. I have decided to make a Pixel Art game to practice more in construct, and I have some problems with the AI of enemy ships.

    1. - All ships choose the same Way-point

    I don't know how to tell the ships to choose their own way-points and stop being such hogs.

    2. - The bullets only come from one of the ships

    When the bullet shot from the enemy is created, it only comes from the first created ship, not from the one that want's to shoot me.

    3. - I don't know how to change the angle of the enemy ships when they are going left/right (I.e. player)

    How would I get the ships to look left when going left? Or vise-versa?

    .cap file: http://www.megaupload.com/?d=08UA0ZIY

    Please help where possible.

  • > I have no idea on how Arrays work. I tell construct to save the layout(?) and when I press a button, load the array it saved, to test level design. To my dismay, this does nothing. How exactly does this work?

    >

    Well, Quicksave doesn't magically use an array just because you want it to.

    You can use Quickload to load the state you saved or use "Save/load to disk" action of the system object in order to use permanent savegames.

    However the buildin save/load features may cause problems. So it might be better to use your own method.

    Think of an array as a table that holds values in each cell. Now it's up to you to do whatever you like with it. In case you didn't check it out yet: Array Object on the wiki.

    While I'm not aware of a tutorial specifically targeted at arrays, I do believe the puzzle example I made gives a good practical insight in how to use arrays. Maybe have a look at this cap: http://dl.dropbox.com/u/2306601/puzzexam1_array.cap

    On a sidenote I advice against using the Advanced Camera plugin, since it's outdated. Linkman himself provided the superior MagiCam plugin. You should get that one instead!

    I used Quicksave and Quickload before. It just didn't work with the Advanced Camera thing. I forgot to delete the Quicksave action before I uploaded the cap. XP

    Thank you though! I shall read the Wiki and view the cap file of awesome. Thanks for the help!

  • We need to see a CAP file before we can really help you with your problem. It's hard to see what's wrong without seeing it.

    http://www.megaupload.com/?d=LWF40XBI

    I added some little things in-game to tell you how to move and walljump.

    Logic: Array saves on the start of layout. Press R to Load the array.

  • I have no idea on how Arrays work. I tell construct to save the layout(?) and when I press a button, load the array it saved, to test level design. To my dismay, this does nothing. How exactly does this work?

    Also, I'm stuck between making two different games: 'Crosshair'; The game about avoiding getting shot by a sniper while avoiding many deathtraps and physics traps.

    [This has a Thread]

    OR

    'The Nether'; A game about a man being sent to hell, and having him fight his way out.

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  • Sounds similar to the boss The End in MGS3-- you should incorporate some sort of camouflage aspect to the game.

    That wouldn't work very well at all.

    The format this game uses is where the sniper's crosshairs are always able to see you, and constantly moves towards you, to prevent cheating and keep the player frantic, so camouflage wouldn't work in these types of scenarios.

    Heres a early build with working core gameplay functions (TRANSLATION: A game that works)

    http://www.2shared.com/file/HKgMdePa/crosshair.html

    I am working on player animations in Flash 8 (Same program used to make the reload animation. ), so visuals will be updated soon hopefully!

  • I like the vibe I got from reading through this project description. The constant threat of being shot at sounds like it would make for an unnerving gaming experience.

    Since you're talking about the sniper triggering traps I wonder if you do plan to base this engine on physics. Could certainly spice up things I imagine.

    > You are Mr. Duncan, the father of a single child, Duncan Jr., who you, by instinct and self-defense, accidentally used him as a human shield for a bullet that was intended for you

    >

    That was kind of a LOL moment for me tbh. How do you accidentally use somebody as human shield, let alone your very own son? Wouldn't it be more intriguing if he just got accidently in the line of fire?

    Other than that I have to say I particularly like the idea of being able to use NPCs as shields. I still wonder how that would actually be included in the gameplay.

    That's my thoughts for now. Hopefully there will be some media from the game soon. Good luck with this project!

    Thank you

    I will change it so he was just "In the way", which would make sense.

    Going to my grandmas for the night, cya l8r.

  • Hello, one and all! I am developing a new game (Hell-2-Air was discontinued because of the lack of motivation.) entitled 'Crosshair'; A game where YOU are being hunted!

    Here is a document I created about it and some of the features that I have planned.

    [quote:2cvb9xll][CROSSHAIR; A game where YOU are being hunted!] ? Developer Documentation.

    ================

    STORY:

    ================

    You are Mr. Duncan, the father of a single child, Duncan Jr., who you, by instinct and self-defense, accidentally used him as a human shield for a bullet that was intended for you, from a distant sniper that no one was able to catch. Feeling the intense guilt of having your son get killed, you slowly and dreadfully walk home?

    Many weeks later, you feel tensed, and shamble along as if eyes are being laid on you, even when you are totally alone. This feeling gives you a severe case of paranoia. However, to your surprise, and somewhat expected conclusion, the sniper returns! This is shown by the sudden crackle of gunfire in the distance, followed by the cringing sound of the bullets splintering impact on the surface it hit.

    However, no one seems to notice, as if the sniper wasn?t there, or then. You think to yourself that it is just an illusion, but the sniper fires again. If you haven?t moved your head, you would have had your head shot off. This was real!

    Nothing matters now, it?s inevitable, you will be shot down at one point or another, but, having false hope, you struggle to survive in your surrounding environment?

    ================

    GAME PLAY CONCEPT:

    ================

    The game is focused around avoiding the crosshair that progressively goes faster and faster, until it is right on your ass. You must also avoid other hazards, such as pits, great heights, or deathtraps that can be triggered by the sniper by shooting something.

    Methods of surviving longer include:

    ? Using people as human shields

    * Normal objects don?t work, because the sniper is using a very, very high caliber.

    ? Obviously avoiding deathtraps and the crosshair.

    ? [ROOM FOR SUGGESTIONS]

    If you survive until the PAR time, you will be granted a nightmare version of the level that you completed. Completing all of the nightmare levels unlocks the epilogue.

    Some levels will have a introduction cartoon (AVI Plugin), and some wont.

    IF YOU HAVE ANY IDEAS, FEEL FREE TO TELL ME AND I WILL ADD THEM IN (If I like them of course. )

    So the point of this thread is to share ideas or support in development.

    ...So yeah...

  • The Animation for reloading is looped. And you have it set that after its done reloading to continue. But its never done because its looping. To fix that just click on animation tab bottom right and click the angle 0 under reload. And on the left side theirs options for it one is a check box with loop. Uncheck it and problem solved for that.

    And the reason the ground is cut away is because the reloading animation is not transparent. Simple fixes. Hope this helped.

    Edit: Just noticed something that if you get shot you die but it never stops shooting you. (you probably knew this just was saying)

    And this is a neat little game so far. I like it.

    Thank you very much! Now, how would I fix the constant shooting bug?

    *goes to fix the alpha problems on the crosshair sprite.*

    EDIT: I fixed it. Problem: The nearshot collision box was still there after the player died, so the sniper would constantly shoot the nearshot over and over and over and over...

    PARADOX.

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Phobos002

Member since 7 Jun, 2010

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