Hasuak's Recent Forum Activity

  • Crazy! I fear that the visual effects can be really heavy on the eyes on a longer gaming session, though. Looking forward for a gameplay video!

  • Yea, the visuals need a lot of work, but mostly on the color department. I'm not criticizing your modelling skills. The background is really overwhelming and everything seems to drown into it. Everything is the same orange/brown shades, and that's considered bad visual design. Try seperating the important stuff (player, enemies, items etc) from the background by giving them distinctive colors. Also try toning down the contrast. More contrast = more strain on eyes, most of the time. Try rendering those objects without textures at first and make them work just as shaded, colored polygons. Then see if you really need the textures.

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  • I'm trying to create an effect where object shrinks as it goes farther from camera (upwards on screen) and gets bigger when it gets closer (downwards). There needs to be a set Y position that determines where the object's size is at default. I just can't seem to wrap my head around how to do this.

  • Yeah, but most of the time people don't really care, because, either they did not pay attention to your warning, or they know you're not rich enough to actually open a lawsuit against him.

    True, but your content has to be pretty top notch to have even the slightest chance of being stolen anyway. Just saying.

  • I wouldn't bee to concerned about your content being stolen. If it's copyrighted material, you could always wave the big lawsuit flag at the perpetrators and I'd imagine that most of them would just drop the assets and go steal them from someone else.

  • Hi,

    In my game there's tons of different objects, mostly different enemy types and their subobjects like particles and whatnot. What would be the most preferable way to prepare these objects for spawning in levels? So far I've had this seperate layout I call the "Stuff Board" where I simply put everything that's going to be manually spawned in the actual game. On that board I set up the object's behavior settings and such to what they should be. I've noticed that I can't change those numbers through the actual object list, so I was sorta forced to make this kind of messy stuff board. I'm not sure if this is the most optimal way to do this, though.

    How do you guys manage your big piles of objects in your projects? I've heard that some people just put those objects outside the level layouts and remove them on the startup, but somehow that seems even messier to me. I could maybe use that for one-off things like bosses and level-specific effects, but not for "generic" stuff like enemies and objects that are found in every level.

  • Whoa, thats hell of a thread necro!

  • I need a command that picks a random frame, but not the one that's currently playing. I want to keep a bunch of single frame things in one animation and then randomize those frames, but the randomizer can't pick the same frame that's currently visible. Is this possible without some serious coding magic?

  • Pass in the enemies UID, and pick it again by UID.

    Could you give me an example? Do you perheaps mean saving the UID into a global variable and catching it from there? Because I think that could cause problems when more than one instance triggers the same function at the exact same time.

    Edit: Okay, tried that method. Only seems to trigger for only one instance even if more are hit at the same time.

  • Hi,

    In my game there's a simple melee contact recognition system where an enemy goes to its "hit" animation and runs a "hit function" when they overlap player's hitbox. How do I make the function to only affect the ones overlapping the hitbox? Right now when the enemy overlaps it and calls the function, the function affects every object of its type. I'm trying to cut the amount of events by using functions as often as possible, so this needs to be solved somehow.

    Thanks!

  • So I'm working on a game that runs within a platformer's rules. As expected there will be lots of platforms of different heights. How should I make an enemy/whatever that runs on Platformer behavior to jump from their level to another platform, preferably the one player is currently on? I know how to get the Y-distance between the enemy and player, but how would I make them jump just right to reach that platform?

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Hasuak

Member since 16 Jul, 2010

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