Fimbul's Recent Forum Activity

  • The example didn't work out for you?

    The point marked as target is the current target

    Black points are within range and angle

    White points are outside range and/or angle

    The dotted line represents valid angle and range

    Blue area is where targets can be considered valid - that is, the firing range.

    Tell me what you need and I'll whip something together for you.

  • Fixed.

  • I might be interested. Can you contact me via PM with the briefs, sample images and budget?

  • Yes. You can't make a profit out of another company's license, especially one that is in active development.

    Even if you didn't make a profit at all, it would still be against the law (though companies usually ignore fangames, mostly due to fear of negative publicity).

    Think of it this way: if you were to sell a 3D shooter based on "gordon freeman" and "black mesa", do you think valve could sue you?

    If not, what's different?

  • http://dl.dropbox.com/u/39044660/impulse%20cracker%20azerty/index.html <<<< same thing as the original, but for azerty keyboards. (S2 frenchies :D)

    My entry is "impulse cracker".

    The story, which unfortunately isn't included in the game, is that you are from an alien planet, and your species can "listen" to radio waves, and uses them to communicate. They don't normally hear the background noise of space because their "brains" or whatever passes for that tunes it out.

    However, humans have been sending lots and lots of radio waves over the last century or so, and therefore you were sent to wipe out their radio capabilities (hence the title).

    The original plan was to have five levels.

    <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/asteroids.png" border="0"> Shows your path before reaching the earth perimeter. You can play a VERY BUGGY AND INCOMPLETE version of this level by pressing "ctrl+z" in the game over screen.

    <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/moon.png" border="0"> Your first contact with civilization, with some astronauts (that don't shoot back) and leftover landing modules.

    <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/earth.png" border="0"> Before entering the earth, you see a ton of debris, rocket/spaceship parts and deactivated satellites. Their (unused) models: <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/probe_2.png" border="0"><img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/probe.png" border="0">

    <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/farm.png" border="0"> This is the level that you play in the current version of the game. The only thing that was cut here was a barn building.

    <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/milbase.png" border="0"> This was going to have some soldiers, tanks and missile trucks. check out an (unused) model: <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/soldier.png" border="0">

    The game is controlled via wasd and the mouse.

    WASD controls the ship

    mouse controls where you are aiming at

    left mouse fires your gun

    right mouse opens your abduction ray.

    initially, for the first 5 seconds or so, you can't see the ground because the interface gets in the way, but then "the ground goes up".

    The point is to shoot the enemies and collect the experience they drop.

    You use the experience to get better stuff for your ship. You can make the ship faster, fire more often, deal more damage and etc.

    The idea was that the game would let you get experience in the asteroids and moon levels before dropping you into enemy fire. This was cut from the submission, but we allow you to keep the experience and points in order to allow you to play the game. The levels are infinitely long - they never end. See for yourself.

    A bug in construct 2 corrupted my files - I believe this is somehow related to writing to a removable disk. It's very weird because it deleted my pictures only, leaving (portions of) my code untouched - I still have the corrupted files. This forced me to re-code portions of my game. Many enemies (animals mostly) have the same behavior as a result.

    Also, the preview seems to behave differently than the exported file, so there may be some inconsistencies (such as the ship not respawning). I'll try to fix it.

    Can any moderator edit my original post and add this information there?

  • I'll just leave this here and edit the post later today as I am late for work! I can't miss the compo deadline, but I can always add a description later :)

    Game: Impulse Cracker

    URL: dl.dropbox.com/u/39044660/impulse%20cracker/index.html

    Country: Brazil

    Edit:

    My entry is "impulse cracker".

    The story, which unfortunately isn't included in the game, is that you are from an alien planet, and your species can "listen" to radio waves, and uses them to communicate. They don't normally hear the background noise of space because their "brains" or whatever passes for that tunes it out.

    However, humans have been sending lots and lots of radio waves over the last century or so, and therefore you were sent to wipe out their radio capabilities (hence the title).

    The original plan was to have five levels.

    <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/asteroids.png" border="0" /> Shows your path before reaching the earth perimeter. You can play a VERY BUGGY AND INCOMPLETE version of this level by pressing "ctrl+z" in the game over screen.

    <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/moon.png" border="0" /> Your first contact with civilization, with some astronauts (that don't shoot back) and leftover landing modules.

    <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/earth.png" border="0" /> Before entering the earth, you see a ton of debris, rocket/spaceship parts and deactivated satellites. Their (unused) models: <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/probe_2.png" border="0" /><img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/probe.png" border="0" />

    <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/farm.png" border="0" /> This is the level that you play in the current version of the game. The only thing that was cut here was a barn building.

    <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/milbase.png" border="0" /> This was going to have some soldiers, tanks and missile trucks. check out an (unused) model: <img src="http://dl.dropbox.com/u/39044660/impulse%20cracker/promo/soldier.png" border="0" />

    The game is controlled via wasd and the mouse.

    WASD controls the ship

    mouse controls where you are aiming at

    left mouse fires your gun

    right mouse opens your abduction ray.

    initially, for the first 5 seconds or so, you can't see the ground because the interface gets in the way, but then "the ground goes up".

    The point is to shoot the enemies and collect the experience they drop.

    You use the experience to get better stuff for your ship. You can make the ship faster, fire more often, deal more damage and etc.

    The idea was that the game would let you get experience in the asteroids and moon levels before dropping you into enemy fire. This was cut from the submission, but we allow you to keep the experience and points in order to allow you to play the game. The levels are infinitely long - they never end. See for yourself.

    A bug in construct 2 corrupted my files - I believe this is somehow related to writing to a removable disk. It's very weird because it deleted my pictures only, leaving (portions of) my code untouched - I still have the corrupted files. This forced me to re-code portions of my game. Many enemies (animals mostly) have the same behavior as a result.

    Also, the preview seems to behave differently than the exported file, so there may be some inconsistencies (such as the ship not respawning). I'll try to fix it.

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  • A couple questions:

    Will the official decision be announced before, after, or at the same time as the users choice badge?

    What type of games do you and Ashley like?

    Are there any criteria besides "I like it", such as technical expertise, asset quality, control behavior, etc?

    Will you comment each entry?

    What is "London time" in GMT?

  • In reply to the poster below, sorry for changing the subject of your thread.

    Anyways this is exactly what we need, if we make tutorials so that C2 is perceived as being easy to use, more developers will come, scirra will earn more money, hire more staff, and we'll get more features, stability, exporters and all kinds of juicy stuff!

  • I'm compiling a book on construct 2 basics. I hope to have it available by december, and translated to english in perhaps february. Then I'll try amazon.

    :)

  • > Would also be interesting if custom objects' (plugins and behaviors) help files were able to link to external websites.

    The SDK allows this, so plugin developers can link to their own site's documentation.

    I meant help on specific functions, not just general help. Right now the help link under an expression, for instance, will take you to "help on expressions" on scirra - would be nice if it could go to customurl.com/customfolder/customhelpscript

  • Would also be interesting if custom objects' (plugins and behaviors) help files were able to link to external websites.

  • today is the 8th, so welcome back I guess?

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Fimbul

Member since 12 Aug, 2011

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