Hasuak's Recent Forum Activity

  • naelian

    Hey, I think we are getting somewhere with this. A breakthrough indie game about all the not-promising-all-pretentious indie games together. A game about making a game that you haven't planned at all and just ask others for ideas and come up with something that hundred others have already made.

    I'm riiiiiiich~!

  • I got a great idea. It's called "My Game".

    It's a game that you create from your own sources of inspiration and determination of creating an unique piece that doesn't need others to tell you what to do.

    Also it would include sombre piano music, slow insightful text, silhouette characters against bright backgrounds and pretentious suicide ending. :)

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  • First one of course. You could blend the roof texture with the second one's because the 2nd looks grittier. It would give some extra worn looks for it. Dunno.

  • First you of course need a character for yourself with attack animations and whatnot. You need to add Image Points for the attack animations where the so-called hitboxes spawn at. The hitboxes are the invisible "bullets" you shoot from your hands, just like in real life (loljk). Then you need to add events that check animation frames. Like, when the attack animation comes to it's impact, check its frame number and set that into the event. Then add an action to spawn your hitbox to your image point.

    Next add an event for your enemy to see if it's colliding with the hitbox. If the collision happens, make an action that removes the hitbox (if you are after realistic attacks), substract health from the colliding enemy and play sounds etc.

    I can't give any examples since my only fighting game project with stuff like this is quite big already. As long as you've gotten around the logic how conditions, actions, collision and such works you shouldn't have hard times to get this working. Then comes polishing and making it look good. That's another story.

    Just a hint: Make the hitbox remove itself after one tic so enemies won't be walking into invisible, floating punches your attacks leave behind. Also adding variables for the hitbox for damage and attack type (for different hit animations etc makes your work easier. Add events for setting the damage and type right after spawning the hitbox to control the power of your attacks.

    Whoa, a long post this one... :D

  • I'm not sure if I understood, but I gave it a shot. Holler if this wasn't what you were looking for.

    dl.dropbox.com/u/50541629/consts/mailexample.capx

  • That's what I tried. It turned the angle of the particle, but the graphic itself didn't turn around. I mean, the particle is shooting these sort of arrows/waves and I want the to turn around as player is mirrored.

    I did it the "dirty" way and made another particle system with mirrored graphics. This is actually something that should be added to your to-do list :O

  • Sounds alright, but I'm not using angles for my character. Only mirroring and animated transitions.

  • This is great! I'd like to see a tool that changes the hue rather than colorizes the entire sprite with a single colors. I bet it wouldn't be that hard.

  • This time I got a quite simple question. How do I flip particles when character is mirrored? I tried turning the particle 180 degrees instantly after it is spawned, but it doesn't seem to work.

    There isn't any mirroring actions so I belive mirroring the effect and its graphics isn't an option. That doesn't matter because I just want the effect to turn around and move into opposite direction.

  • This really reminds me of the Mecha Drago from Mother 3 game :D Also nice going. Good to see other 3D modellers around here.

    <img src="http://i.ytimg.com/vi/eO8mMnOjbD0/0.jpg" border="0" />

  • 'Ello dere.

    I'm working on a still nameless beat-em-up inspired from cheesy and over-the-top things ranging from the classic japanese cartoon Hokuto No Ken, Bruce Lee's stuff, Street Fighter series and even Max Max. It's based in a dystopian future where countries have fallen in ruin and the world is run by gangs and controlled with fear. Player takes control of a mysterious martial arts master whose motives are first kept a secret. As player advances, the story is revealed piece by piece. Still the story is not my main aim, but giving players a fast-paced, difficult and extremely over-the-top and brutal experience in spirit of classic arcade beat-em-up games.

    So far I've planned to keep the game difficult yet balanced and fair. Player must focus on quickly dropping and easily regenerated stamina bar that's used for basically anything except the main "mash push button to combo"-action. I've thought about giving player a chance to choose about three special skills in the beginning of every level. They range from stamina and even health draining strikes that pierce the entire battlefield to passive powers that keep you stronger or health regenerating meditative skills.

    Now before I truly start working on the gameplay and technical stuff, I'd like to hear your ideas or wishes what you'd like to see in the game. Keep in mind that I'm working on Scirra 2, so browser games can't have just anything because I want the game to work smoothly on all kinds of systems.

    I'm also a 3D-artist and a self-taught animator so all the graphics will be pre-rendered with stylized looks. If this catches enough attention, I might start posting some of my graphics here. Oh, and while I'm at it, check out my deviantart: hasuak.deviantart.com

    Thanks for reading my post and reply if you got anything. Remember that the more over-the-top yet gameplay-wise balanced your idea is, the better. Go wild! <img src="smileys/smiley36.gif" border="0" align="middle" />

    (Oh, and sorry for some typos and grammar errors. I'm from Finland.)

  • I'm not sure if I understood right, but I think you need to apply specific mass for the physics object to make it lighter. I don't think any physics engine calculates the mass from object's scale.

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Hasuak

Member since 16 Jul, 2010

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