Kouji San's Recent Forum Activity

  • Thanks always good to hear

    I've added rare planets with rings as well now, they will mess with your radio signals (confusing your scanner array from time to time) and have a lot of Dust (resource)

  • Some graphical improvements and new parallax layered content, the closest layer visually will be home to interactive objects/planets/satellites etc...

  • The link for those interested

    Movement: WASD

    M: Jump

    N: Shoot

    Enter: Inventory/pause

    It does indeed play like Megaman, much nostalgia and good job on that. Would love see custom controls, but I saw you're working on that. It doesn't feel right on keyboard Is this also a learning project for something non-fanmade perhaps?

  • Timing attacks is something that is an awesome concept, it has that Simon Belmont whip timing feel behind it apart from not being able to move in Castlevania. You know for placeholder art this lad has a lot of character already. I LOL at the death animation, it looked funny seeing him upside down like that

    Good stuff!

  • Absolutely loving the detail in your sprite work!

  • There are a bunch of fan made games out there, ie metroidlikes, vanialikes and they are technically in violation of copyright but don't seem to have issues. In terms of the Dragonball franchise, I've seen trouble for one of the mod makers out there. The mod Bid for Power had some issues if I recall correctly and even received a cease and desist order. So maybe their publishers are a bit more inclined to do those sorts of things.

    Certainly something to keep in mind, it's a dangerous game to play

  • Hey! Looks quite interesting.

    Tried to play, but could not figure out the controls for it :/

    Maybe a little hint?

    Thanks and yes that is the main question I keep hearing and I'm going to look into another control scheme (keyboard+mouse or gamepad).

    Current controls are as follows:

    To move you simply click and hold and then swipe in the direction you want to travel. The length of the swipe is relative the amount of force you apply.

    To shoot, click and hold and it will start shooting.

    The crystals are simple buttons you can press to change the power distribution of your ship. I guess you can clearly see that the initial idea was to have it run on tablets/phones (swipe based controls). The current controls will be used for those platforms, while I'll add proper input support for the computer platforms. I just haven't gotten around to it yet, other things are higher on the feature list right now

    I also played around with the particle systems, these explosions are in the game right now as well (Alpha 53)

  • Livestream developer interview tomorrow by Action Soup Studios, be sure to check it out if you're interested

    This video player can be used as a countdown timer

  • Nope, it was at the start f the first level when I blew up one of those turrets. It only happened once though, so it is one of those cute bugs that is hard to repro, I'm afraid...

  • Heh ok, never mind then, I searched these here forums and the manual and nothing came up about this missing condition. It just seems a bit odd to me the sliderbar has no visibility condition that's all. Well at least there is now a more descriptive thread on the forums, I guess everyone wins

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  • Am I missing something here or is there an appearance condition missing from the sliderbar. I mean you can set it to either visible or invisible, but I can't seem to find a way to actually check if it is visible or invisible.

    Do I have to make a new layer to work around this missing option, toggling the layer visibility instead? Or perhaps using an Instance var...

  • I'm guessing you'd have to change this in the even sheet:

    Draggable| On DragDrop drop

    -->System | canFit = 1

    ----> Draggable | Set position to DropZone.SnapX(Self.X + 16) - 16, DropZone.SnapY(Self.Y + 16) - 16

    To half the size you want as it is using the origin of the tile +half the width of your tiles

    And then for both Tilemaps (DropZone and Draggable), setting the Tilemap width and height properties to the tile size you are using (set to 32x32 right now)

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Kouji San

Member since 25 Feb, 2011

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