spacewarguy's Recent Forum Activity

  • I've never really got in to Game Maker, because it had that learning curve and Construct seemed so much more inviting but if they do release a version that exports to mobile devices, it might give me a reason to learn.

    I did find another game creation software that works similar to Construct called Game Salad. It's only for Mac though. It would be perfect except it's eventing system seems a little unfinished and objects are unable to "interact" with other objects without going through a bunch of global variables...

  • I was wondering if their was any alternative to Construct that was capable of creating iOS games? Construct, at least from what I've found on the internet, is the best by far, but I was wondering if there was a similar program (events, etc, no coding) that could export to the iOS platform?

  • I too think it's a good idea. I once built an open world game similar to yours, except in space. Personally, I had no idea about game design or construct and wasn't able to create anything like what I wanted.

    Three months later, I came back to my project. Instead of taking it head on, I built a smaller game which had the combat mechanics, another one that simulated a universe as AI moved about and interacted with each other and countless others. I combined them together, and I had a fully functional game that actually worked well.

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  • I'm running on a Mac Book, so I don't know if it is a dangerous page or not. Although, I can say there isn't actually anything on the page yet besides three or so Flash games that I am assuming Almost Insane Games didn't actually make...

  • I guess it would be better just to keep it in my signature and make threads only about seperate creations here.

    I've changed my sig back to three lines as well, thanks for reminding me.

  • Sorry, I didn't mean to be advertising, I was just trying to share my games which were on the website... I don't suppose there is delete thread option?

  • Inspired by Granhunter101's post, I have decided to share my website to the community as well. I've had it up for awhile, but I haven't shared it here nor is it on Google yet. Anyway, I am a one.... ahem... man team dedicated to creating some unique games.

    The main project I have been working on is Epic Universe. I have hit some pretty big bumps so far, but I think I can still finish it... anyway, there is more information on the site, so please, check it out!

  • It seems we have a fair bit in common!

    Your site and games look great, good luck working on them!

  • I see what you mean, but it still seems to have the same problem, the ship still seems to ignore the other ships sometimes while other times it doesn't... I guess the problem is with families then. Oh well, thanks for the help though!

  • But wouldn't it only fire in a single direction? That would mean they would only detect another ship, say, if it was right in front of the ship? I am not sure if that's what you mean though

    Also, would it happen to have anything to do with families? Maybe Construct gets objects within families when there is multiple instances of them mixed up? Also, to anybody that has looked through the CAP, the Pirate ships work exactly how they should, but the Alliance does not. I find this odd as the events are nearly identical. :S

  • Actually, most of that isn't intentional

  • Recently I have been working on a game that is a lot more complex then most of my previous ones, and I have hit a large problem concerning AI behaviors not functioning correctly.

    What I am trying to achieve is a top down space game where there is three factions, Alliance, Pirates and Empire each with at least three different types of ships. I wanted each ship, once it had become into a certain range of an enemy (LOS behavior) to periodically launch fighters, smaller objects with the turret and bullet behavior. I had each races ships entered into a family, "Alliance", "pirates" etc which I was hoping would prevent me having to create events for each ship object. BUT, then when one ship from one family found and enemy and launched its fighters, the rest of the objects in that family also did. I fixed the problem as in the CAP below by having a much more lengthy event sheet with lots of ORs for individual objects, if that makes sense.

    I have posted a CAP below of my game because it has a lot of events that may have caused the problem, and I am hoping someone with more experience with Construct can go through it and explain how to fix the problem. The CAP is my entire game, which has a lot of events and stuff already in it as I wasn't sure how to replicate the problem in a simpler CAP. I have all the events in groups, which should make it easier to navigate. The last two are the ones I am having problems with.

    The current problem is that the Pirate faction ships (rusty coloured, spawn at random planets every 15 seconds) work correctly, they launch fighters and the fighters attack the correct targets, most of the time. But the Alliance ships often do not at all, or launch a fighter that ignores its turret behavior events and flies straight. It all seems very random, sometimes they work and sometimes they dont...

    I hope that wasn't too lengthy, I hope the CAP make sense as there is a fair bit more in the CAP then just the fighter spawning, but that all works correctly. Thanks in advance!

    CAP:

    http://www.mediafire.com/?0g8oeugsx3dj4q9

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spacewarguy

Member since 21 Nov, 2010

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