7Soul's Recent Forum Activity

  • I don't understand your question. Seems like the game is working fine

  • Most important: keep the number of polygons to a minimum

  • I believe I finished the map system and the menu screen. I'm moving the extra information to another screen, and for that I'm adding 2 more buttons, L and R, that will be used in the game to quickly change weapons.

    Unexplored areas are dark and don't show the passages between them. This way you reveal the map as you explore, and the map serves more as a guidance and so that you don't get lost.

    There's also a dot that shows where your next objective is, if there's any.

    <img src="http://i.imgur.com/6KzhH.png" border="0" />

    Now I'll work on more interesting stuff, because none of you wants to keep seeing menu screens, right?

    I think now I'll start working on enemy behavior for the exploration part.

    First I'll make those rocky enemies that roll at you

    <img src="http://i.imgur.com/P7mFk.gif" border="0" /><img src="http://i.imgur.com/LfePF.gif" border="0" />

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  • Yes, if you make the bullet move via a loop, you can check the collision inside the loop, which can be a lot faster

    Eg:

    Repeat 5 times

    (action) Bullet move 1 pixel

    (sub) On collision

    (action) Destroy bullet

    Here the bullet moves 5 pixels per tick, and the collision is checked 5 times per tick. Note this will cause a performance hit if you have too many bullets

  • You can make a second family with the same objects, and use what R0J0hound said

  • New map engine, now shows connections between rooms and can also display bigger room shapes. In the game there's still no bigger rooms, but I'll be working on these next.

    I'll also be working on secret rooms to be displayed as blue squares on the map, but only after the player discovers them

    <img src="http://i.imgur.com/TZUbq.png" border="0" />

    But can you make it so the ship instantly starts and stop, instead of slightly accelerating and decelerating.

    (Unless that was the control you were going for :P)

    This have already been changed, the movement will now have instant acceleration and deceleration

    A big WOW ! :D

    But the enemies dissapear when the timer is at 1500 ...

    That version might not be looping the enemies, but still, that's only an early prototype

  • Mouse + Arrows + ZXC is a terrible control scheme

  • Sounds and Music are only loaded if you play them. When the game loads it only download the code, layouts and images (not sure about other Files)

  • I clicked on the test link above,but it's giving me a 404 error.

    Yes! I forgot I changed the game folder. It's working now

  • Updated main topic, here are some of the recent updates:

    New sprites

    <img src="http://i.imgur.com/VWlrQ.gif" border="0" /> <img src="http://i.imgur.com/bdLEy.gif" border="0" />

    <img src="http://i.imgur.com/P7mFk.gif" border="0" /><img src="http://i.imgur.com/LfePF.gif" border="0" />

    <img src="http://i.imgur.com/ZLazI.gif" border="0" />

    Character portrait

    <img src="http://i.imgur.com/tU5OE.png" border="0" />

    Weapon Tests

    <img src="https://dl.dropbox.com/u/3954039/Riker%C3%B6k/images/capture-1.gif" border="0" />

  • The Ctrl+Drag is supposed to be done in the layout, not in the object list

    I assume that's what you're doing since you said when you right click you have the option "Clone"

  • I think you could have an array, where the X position is the variable I told you before, and at Y you save the value.

    First you create the array object with an width of whatever you want to, and Y 1, Z 1

    In this example, "ID" is the variable I told you to set before, and "Var" is the variable you are talking about.

    The "+" is the action

    Repeat 10 times

    Object.ID = LoopIndex #this picks the current object

    + Set Array at (LoopIndex, 1) to Object.Var #this saves the object's value to the array

    Then you can have this:

    Repeat 10 times (this is the same event as before)

    Object.ID = LoopIndex #this picks the current object

    + CurrentObject.Variable = Array.At(LoopIndex+1, 1) + 2

    This will get all objects one after the other, by selecting the object that has an ID equal to the current LoopIndex. Then it will set its variable to the next object value, from all the values were saved to the array.

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7Soul

Member since 15 Dec, 2010

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