mercy's Recent Forum Activity

  • Loading a 3D model and using it for the level-base as a building that has no roof, as was done in Construct Classic by developers here, is apparently very much possible with WebGL. In the future when WebGL support matures in browsers this could look awesome!

    Textured (relatively high-res), specular mapped 3D models + particle effects:

    Left mouse button: rotate model in 3D space

    Mouse Wheel: Zoom in or far out in space

    http://www.eveonline.com/universe/spaceships/bestower/

  • Found all the set-commands in the action-list. Thank you! Have so much to do, model, texture, design, plan the game, procure finances aarrgh, sometimes I completely miss obvious things.

  • Thank You for the 16-01-2012: Update! Pathfinding has key importance in games with enemies.

    I was thinking about what my colleagues did for Nintendo NDS. Pathfinding wasn't coded into the car-racing game for (possibly) performance or limited time reasons. Spline paths were laid down along the race-tracks and enemy cars followed those invisible splines. It turned out not so bad.

    So here is the idea: how reasonable is to lay down "splines" paths on the level and detect if the target is crossing one spline. Like when a soldier touches a wire-trap in a jungle war-game. Enemies would then change to that spline-track and travel down to the point where the target last touched the "wire".

    I'm pondering how realistic would it be. Maybe the enemy heard something and follows the noise, goes to the last known target(player) position.

  • Okay. Thanks.

    It would be nice if we could create a particle effect-editor:

    Set all available parameters "ingame" then start emitting again with the new settings. This way effects could be made much faster

  • Is it reasonable to plan particle collision with a collision-polygon of a wall-sprite? Would it be resource-hungry?

  • Good gameplay! Nice atmosphere. Music is good. Super idea with the cooling effect: your particles look realistic.

    • The red laser should be more spectacular, also when projectiles hit the wall, I would add yellow color for burning to create that welding-sparks look.
    • Enemies should be more detailed, it will be enough if you animate the red spheres to become red-boiling plasma filled with explosive energy to be released upon contact.

    HUD: what happens if you put the HUD outside of the game-area? Does the framerate go down?

  • WoW! Very good game. Can't wait for sound effects.

    Feedback:

    • Yellow glow-animation could be more transparent, less intensive.
    • Ninja invisibility must be more easily recognizable. Like the ninja-"icon" coming out of the shadows or disappearing slowly as he is less seen by enemy

    Bug: sneak closer to first samurai by holding S. Repeatedly stomp him or time stomp just once to get the ninja freeze and not move any more. F5

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  • I would like to see a Families in Construct 2-help section in the manual and a tutorial if possible. I want my monster classes to behave properly. I need to make living vegetation, destroyable and non-destructible object classes, map-zones [to change music, mood, exit/entry zones], proximity traps. Looking forward to extensive use of families.

  • Lovely game!

  • Very good game! Lot's of gameplay.

  • Nice one! Maybe make the hair animate in the wind and the character shouting "YaahoOo" while in air.

  • I would like to see a downloadable command reference manual in the style of:

    JavaScript: The Missing Manual.

    All commands, features, structure, families explained there, short examples only in a few lines, no tutorials, because they are taking up too much space.

    Thank You!

    Ps: For all of you Tutorial Writers: THANKS A LOT!!!!! You are making beginners lives easier.

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mercy

Member since 31 Jul, 2011

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