Emperor Ing's Recent Forum Activity

  • That's very odd, since it should be an option in the right-click menu.

    There's still locking the entire layer with the BG TiledBackground in it- I usually do that when I have an entire layer dedicated to Tiled Backgrounds.

  • Is it possible to lock a tiled background into place, say if it covers the whole screen?

    You can either lock the layer it's on (say it's the "BG" layer).

    Or, you can right-click it and go to Lock Selected.

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  • These are pretty nice, inkBot. I listened to a few of them and think they are solid chippy goodness.

    My personal favorite being penultimate.

    As well, thanks for the link, Krush, as I'm always out to look for new programs to tinker with. My experience with trackers is limited to TFM Maker and FamiTracker a little bit (my main machine is FL Studio, with a little Reaper dabbling), so I am not unfamiliar with tracking.

    That being said, the interface to this thing looks pretty darn intimidating!

  • You know, i did download Verve a long time ago, but I have yet to look through everything within the example, so I apologize for making you bring it up yet again! ; )

    Thank you for the pointers, as I'll be trying to implement these now into my game build.

  • So I am more or less finished with my game, my first major project in Construct. The levels are constructed, the game engine is more or less finished, and I am only waiting on some artwork so i can have an intro and credits sequence.

    So things are pretty good.

    If you'd like, you can play what i have right here:

    http://dl.dropbox.com/u/29072735/SpaceshipGameAlpha.zip

    5 levels of super action!

    ----

    Anyway, I am thinking, since i am mostly done, I am thinking of implementing a high-score

    system and a timer.

    More specifically:

    -A score system, and upon finishing the game, or getting a game over, a local hi-score table that the player can enter their initials into, which would be saved for the next time they play the game

    What would be the best way to go about this? What tutorials/.CAPs are recommended for me to look at?

    -As for a timer, I assume you'd just set up a global variable, or private variable called TIME, and have every X milliseconds, 1-subtracted from var.TIME?

    Some refinements:

    -At the end of the game, I'd like like to have it so that the timer, whatever time is left, counts down really fast and the score meter fills up equally fast (you know, like at the end of every SMB level).

    Would I do this using "every X milliseconds" action? Say, like when Function "TimeAdd" is called,

    Every 10 Milliseconds

    GlobalVar TIME greater than 0

    -Subtract 5 from var.TIME

    -Add 5 to var.SCORE

    Like that?

    ---

    I am sorry if this is unclear; I am still not entirely sure how I want to do everything.

    In any event, if you just want to play the game itself, you can surely do so!

  • LulzSec is changing its tone right now because ANOTHER hacker has them by the balls and found out who they were.

    There is no defense for what those idiots have done, and no real "justification" for their actions.

    But you're right, this hacking bullshit is really just annoying and has lost any (non)charm it had.

  • I am working on an arcade-esque game where you pilot a spaceship around a horde of hazardous fish aliens intent on wiping out mankind.

    The fish are obvious homages to the enemies of the Darius series, my favorite series of shmups.

    Right now, I have five rather short levels, and I am roughly 95% done with the game, in its initial form (you see, I asked a girl to make intro and credits images, to give the game an authentic flair to it)...

    So while I'm waiting for that, I'm pondering the addition of a few various things...

    -a high-score table, as well as a scoring mechanic in general

    -a timer, not so much for punishing players for running out of time, but to add to the scoring mechanic

    -putting in a continue system to add to the challenge. Right now there are unlimited continues, but that can make the game boring through attrition. I wonder if adding a sense of tension by only giving the player 2 continues (or maybe even one!) would do my project good.

    -an extra mode, unlocked after beating the game, featuring far more challenging levels... I am thinking about this mainly because, hey, all the enemies are programmed, so it's just a matter of putting them into the layout and making a level from that. Plus, don't we all love a challenge (though the one person besides me who has played the game has called it "balls hard" already, not getting past the second level)?

    -longer levels (not too much longer... just long enough to have optional scoring opportunities)

    Stuff like that. I mean, I don't intend on releasing the first version of the game until July 12 (an arbitrary date), so I have a good amount of time over the summer to fine-tune things...

    Now I just need to figure out how to

    A) put in a high-score table / .INI file

    B) put in a timer that adds to the score

    C) fix up the rough edges and loose ends of my game

    But it feels good to be nearly completed with something, I'll tell you what.

  • I'd be running if I saw Big Boss coming after me.

  • It is indeed global objects that is causing such a problem.

    What I would do (IF and only IF you need them global) is check the attribute "Destroy on Start", and create spawn sprites that create said objects where you want them on the loading of the layout (think of Platform School, and the way that the enemies are handled in a similar way).

    What I would actually do though:

    Create an Include Sheet for the objects you want to continually use, then just manually copy and paste them from layout to layout.

    (to add an include sheet, first right-click on the event sheets folder in the Projects Tab, and add a new one. Then, in the event sheet editor, right-click on the event sheet editor, to add one)

  • Wow.... that's really impressive.

    Well done, Draven! Awesome that everything has worked so fortuitously for you!

  • I know that when I finish my mediocre game I am whoring it out on every single website I frequent.

    Scirra.com, you've been warned!

  • Why the hell do we need to make a separate category for what only amounts to mediocre platformers and puzzle games, when the games that are REALLY art, like, say,

    Tetris, Super Mario World, Super Metroid, Battle Garrega, Deus Ex, Link's Awakening, G-Darius, RayForce, Street Fighter 2, Super Mario Kart, King's Quest, Space Quest, Shinobi III, R-Type, Jet Set Radio, Goldeneye...

    In short, I've always wondered a little bit why, if we're going to call games art, just not list the best fucking games we've ever made, instead of these really short and often not-very-fun platformers and screensavers.

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Emperor Ing

Member since 18 Dec, 2010

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