Kouji San's Recent Forum Activity

  • Magistross posted an example of exactly what you need, I think. The magic of tilemaps, have a look at this post

  • So here's my idea behind this. I've got a sprite with a turret behavior and a private var called faction. Is it possible to add turret targets based on that private var or perhaps based on animation?

    Sprite Ship1, faction: purple (animation purple, random frame)

    • Add all Ship1 sprites, which are of faction red to the turret targets of faction purple

    Sprite Ship1, faction: red (animation red, random frame)

    • Add all Ship1 sprites, which are of faction purple to the turret targets of faction red
    • Or add all Ship1 sprites which are running a different animation as the one I want to add the target to

    family Enemyships.faction != Ship1.faction OR family Enemyships.AnimationName != Ship1.AnimationName

    -> Ship1 Add target (Enemyships) to turret targets

    This seems to add all the ships, because it is family. Including their own faction and itself to the turret target list. Isn't this possible, using just one Sprite container for this...

    In short:

    Can you select two sprites from Ship1 and separate them somehow based on their private var (faction) or AnimationName

    Maybe one more question, is it somehow possible to see a turret's targets in some kind of list?

  • You know, going through this thread and also finding out the various visual toys in C2. It's never ceases to amaze me what you can do with this engine if you've got the imagination and skills. Some really awesome looking stuff in here!

  • To add to what has been said already. To me it feels like the ship is too slow in terms of sideway movement, constantly having to throttle down to be able to hit stuff or pick stuff up feels wrong, even with the re-arming/fueling system in place. I mean slowing down still uses fuel and you might not make it to the next area of fueling, so to speak Usually shooters are all about being a badass using speed combined with some random bullethell thrown in.

    I like the idea behind having to hold still to refuel/rearm, but right now it's not intuitive as regisRquoi mentioned. Players tend to think they're pickups (simply fly over them to pick up). Just thinking out loud here, but maybe your type of gameplay isn't suited very well using a forced forward movement system. The screen can be forced forward just fine, but maybe give the player full control over movement instead? I'm guessing that would make the game flow a lot smoother in terms of playability

    • I guess you'd need to use a collision poly on the ship instead of box collision, I swear I've been killed by things actually not hitting me (especially walls, but I do suck at these kinds of games )
    • I think I found a bug, perhaps the enemy is not removed but turned invisible? Some of the time when they explode and going through the smoke they leave, I also explode. And I randomly exploded once after coming back from the pause screen, no idea what happened there

    I definitely like the detail on the units, good stuff!

  • Bullet Hell stresstest

  • Alpha 52!

    With Alpha Build 51 being quite boring to play, I hope this new build with a better spawn system and some small things added is at least nicer to play. Have a look at the new alpha on this here link, this one always links to the latest Alpha!

    Play the Alpha

    • The world spawns are much richer. Enemy ships, black holes and nebulas will spawn more often, nebulas are purely visual as of now apart from affecting your light output and bullet distance
    • Enemy ships will now spawn crystals
    • Crystal spawn bug fixed, no more up to five free crystals from one rock
    • The ship can now be destroyed with a placeholder effect, no more immortality
    • Black holes will eat your ship
    • Lights are back to the old way, it seems to work once more
    • Suns now have a bubbly effect
    • Startup scanner sweep now has correct information
    • Added an inventory, it doesn't work yet right now it's purely visual
  • Looks cool

    Thanks

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  • Booster Z-Frame is a Single player Top-Down Hyperspace jumping Space Shooter with a Randomly Generated Adventure

    You will be piloting a modular ship, which you can adapt to your playstyle or to the environment using various artifacts, addons or upgrades you can obtain or buy in shops. Just trying to get back to your homeworld after your support frigate was destroyed.

    Following each Hyperspace jump, you'll have to explore the space around you to gather resources. There will be many dangers out there in the forms of black holes, pulsars, stars, nebulas and of course the fleet that's chasing you. The good thing is, your space fighter is quite capable to defending itself and even take the fight to the enemy. However, always keep in mind, you're just one ship out there in a world that is mostly out to destroy you, with a few neutral or friendly exceptions...

    Full Game Description on the website

    Trello, live development tracking:

    https://trello.com/b/6Xx2h3EX/booster-z-frame-exu-games

    Latest Playable Alpha for fun and feedback purposes

    Play the latest Alpha

    • public Alpha Build 54 (2015-Jan-08)

    Alpha Build 54 screenshots

    Alpha Build 52 screenshots

    Older Alpha Build 38 techdemo video:

    Subscribe to Construct videos now

    - Streamed live on Dec 8, 2014

  • Soooo, this happened

    Also don't take it personally, I like to break games to see if they do funny things. It's the playtester blood that runs inside my veins and sadistic nature

  • Seem very interesting, but than I'm a huge fan of randomly generated survival games. Really liking the style as well! Are you also adding day and night sequences, with Construct 2's dynamic shadows and "darkness layer", it would really add to the atmosphere and depth

  • Lol disregard my previous comment about it taking to long to build, APPARENTLY you need to press space to place the structure and the actual construction takes 3 taps on the anvil. Here's what happened, why it drew that conclusion

    Once I'd constructed the turret (tapping 1, when I had enough resources) I proceeded to the turret platforms where the blue(green) print snaps in place, and pressed 1 again, I was in build mode once more. Banging away with the hammer on the anvil and not being able to move. I was under the impression this is where he was erecting the structure, just lacking a build progress indicator (what with being alpha and all). But as you can guess, it took forever and by the time I thought was a reasonable construction time, the drones were already knocking on the door (killing me). Basically you are stuck in build mode forever.

    ^bug

  • San

    This one is a design decision as I want the game to be a survival at heart. You have to find time and space to be able to build or get hit by a robot and do it anyway. Thanks for playing!

    Fair enough and I definitely like that idea, but right now it's not clear how long it would take to construct it. That was my pet peeve with it

    Also I'm not sure why it is happening, but sometimes you keep on walking on auto pilot, when releasing the movement keys. Mostly when rapidly spamming WASD to evade the enemies. Spamming the WASD keys some more gives you back control, it's fairly easy to reproduce

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Kouji San

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