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  • Brilliant!, I also had the idea to make a trailer using construct for our upcoming game Brood, and you've just proved it isn't just possible, it's great!

    I agree with Burvey, you could cut down on that last long bit of gameplay or change it up a bit, but its still a good video and you got my "like"

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  • Nice work! I had a particularly fun time trying to mount an enemy to get over the big gap. Then I saw the post about getting out of the vehicle, went back and discovered the hover upgrade, which is very well done indeed.

    I must say, it should be possible to optimize events to get you back below 100. Go back and see what events you can combine into single parts or replace with some behavior, also, try using invisible colliders instead of your terrain to detect collisions, saving much needed events. I may be wrong though. Hoping you get your license soon:)

  • Fellow Construct enthusiasts, we have determined what our projected release schedule is and are working furiously to be able to stick to it.

    Brood will be released as follows:

    2 Jan 2015 - Open alpha on web browser, some features limited, most gameplay mechanics implemented, missions and achievements not implemented. Should be available until or even well after release on mobile.

    15 Jan 2015 - Selective Beta, mostly feature complete. We would like people that are really interested to request access, and we will provide them links to the game on web, or installer for android. We ask that those who wish to help us beta test make use of the Facebook integration we want in the game for achievements and sharing "Breeds"

    1 Feb 2015 - Release on Play store if possible

    Game features include:

    • Completely free to play. Ad free as well - hopefully, we hate ads. (Considered monetization by optional coin purchases)
    • Over 443 thousand possible visual combinations of creatures (Calculated from current number of assets)
    • Breed new monsters by mating two monsters, whose genes will carry on to the next generation.
    • Mutate and manipulate genes to create brand new breeds
    • Feed and keep your monsters happy using items bought in the shop.
    • Make coin by selling "Pure-Bred" monsters, or completing requests for specific monsters.
    • 5 different "Biomes" to unlock and play in
    • Monsters act organically, roaming around and falling into water, and sometimes getting into fights.
    • Achievements to unlock and brag about
    • Sharing your unique breeds on Facebook/twitter or whatever social media we can integrate

    Possible future feature could be Trading your monsters with friends.

    Please follow this topic so you can get the links as soon as we publish for testing

    PM me Po10c to request Beta access, or pre-alpha if you feel you can give us real constructive criticism and advice, and would like access to the Beta version of the actual app. Entering Beta will give you access to loads of coin for free, and we will also award good beta testers with coin in the release version. Thank you all!

  • Seems like a good start.

    It was funny how the shopkeeper is controlled by arrow keys, so just disable that.

    I like the way the fog of war spawns back and that the enemies seem to follow you via the fog of war you removed.

    Further, it is a tad difficult to play, it seems the spawn statues just have too much health. Dont' really have the patience to whittle them down for half an hour.

    Gold seems plentiful enough, so maybe exploding bullets will solve that problem.

    I recommend some sort of icon that shows a currently active upgrade, so the player knows he has them. After dying a few times I couldn't remember if I went to the shop yet, and knowing whether I have crap, or slightly-less-crap bullets would help:)

  • [attachment=1:3h3yk5h9][/attachment:3h3yk5h9]

    [attachment=0:3h3yk5h9][/attachment:3h3yk5h9]

    These codes are not complete, some don't even work quite right at the moment, but they are the basis of what gets the game running.

    Hope I didn't post to much coding stuff, hopefully someone likes it:)

  • bono

    I am only using vanilla construct features to build the game, will see if I need some sort of plugin if I hit a snag, but I don't believe that will be the case.

    For a game of this type, it's mostly data manupulation, and getting the correct values transferred.

    [attachment=2:1d122q1e][/attachment:1d122q1e]

    [attachment=1:1d122q1e][/attachment:1d122q1e]

    [attachment=0:1d122q1e][/attachment:1d122q1e]

  • Hi guys, I'm currently working with Sandybee on this project, and I would just like to state that we only actually started working on this in earnest a few days ago.

    Although Sandy is pumping art out furiously, this is a game of quite a bit of complexity with composite objects galore and genetics involved.

    Currently I am busy with the hardcore "coding" stuff, so that there is something playable when we connect the various parts of the game together, and not just an empty shell with a lot of art.

    We are currently at 111 events and 100 objects, and it seems that amount is going to more or less double over the next few days

    So just be patient a bit, we'll probably upload something soon, depending on how much family time we have to endure

  • Sandybee I did not recieve a skype

  • Thanks, some great tracks on there, will definitely donate once I get money from any game using your stuff:D

  • The buggy transition in the capx I provided can be fixed by smoothly changing the angle back to 0,and making the conditions for the transfer Exclusive as shown. It can be perfected by ensuring enough space between the "boundaries". I also think you can make it look cool by scaling the layer down as the ship enters space.

    [attachment=0:s9w51pgk][/attachment:s9w51pgk]

  • I have modified the example Capx called Rotating platformer to do what you want.

    Use 8 Dir movement for space and you're good to go:-)

    See attached file

  • Am I correct in thinking that you use the platform behavior only in the atmosphere?

    You can try something like "Ship is NOT overlapping Atmos > Platform behaviour - Disable" and set that to once if true.

    Then place your movements in separate event groups, and enable disable the one you want on the transition.

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Po10c

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