sqiddster's Recent Forum Activity

  • Problem is, you need a new sprite for every angle :(

  • Put them on a layer with parallax 0,0.

  • That's good to hear. Hopefully Scirra will implement it soon!

  • Could you elaborate on the money situation? I need more details of your concerns.

    Also, have you been to all the levels? there are tougher enemies as you go further down.

  • GenkiGenga

    Thank you for your prompt replies.

    I've never seen Ghost in the Shell, so I can't comment of your first statement ;)

    I think you are right about the tutorial, I will add the feature so that if you are holding down spacebar the text scrolls faster (a la gameboy ;) )

    About transferring to a new level... This is probably the part of the game I need the most suggestion on.

    I'm not sure being able to freely go to the next stage would be good... But then... hmm...

    I'm not sure about 'levers' that have to be pushed, it would be another concept for the player to understand, and already the levels are a bit crowded...

    Yeah, anyone wh has any really good ideas about how to handle going to the next level (it should be a tactical decision).

    I don't know much about Kongregate sponsorhip... but having it up here won't be a problem, I can remove the beta once the full version is complete.

    Thanks for your kind comments!

  • Not exactly. It uses the last part as a percentage.

    So for lerp(self.x,0,0.5), in the first tick it would be 50% of the way between it's own x and zero. then the next tick it would do the same, but since it is now closer, it only goes half the distance this tick. Then the next tick it goes half the distance, etc, etc.

    So then, in reality it will never reach its destination, although it will get awfully close (and rounding errors will see it get there anyway).

    By this logic, lerp(40,0,0.5) will always read 20. because 40 is a constant and not allowed to change. the first value should pretty much always be a variable.

    By the way,

    instead of lerping by like 0.5, it is best practice to lerp by dt * K, where K is a constant (higher = faster lerping.

    Hope I helped a bit.

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  • OK then... sure, leave it as it is I guess :D

  • But if I do that, I still need a computationally expensive collision polygon on the circular sprite!

  • Yeah, the area outside is nice to have... perhaps remove the margins and just allow infinite (to an extent) scrolling outside the layout?

  • In light of the Kongregate exporter, I have decided to release my game beta, even though the Google Chrome mouse/keyboard bug still exists. This is so I can get beta advice quickly and release the full game as soon as Google fixes that bug.

    So, I release for public Beta testing my game, Dawn of the Red.

    Play it here.

    Please let me know what you think of the overall experience. Here is a list of things to report on, in order of priority.

    1. Bugs (other than the keyboard/mouse bug)

    2. Unbalanced gameplay. This is probably the main reason for beta testing. Making all the weapons, upgrades and their prices, as well as the enemies, balanced is very difficult and that is why I need community testing.

    So make sure you report if:

        -Weapons are too powerful / not powerful enough RELATIVE TO THEIR PRICE

        -Enemies are too powerful / weak

        -There are any game breaking strategies

        

    3. Things that NEED to be added.

    4. objects without sound effects.

    5. Is the tutorial good enough?

    6. The first time you play, the main menu button should be 'start' only, which directs you to the tutorial. After the tutorial has been completed, there should be a 'start' button (which goes to the game), and a '-with tutorial' button, which goes to the tutorial.

    7. Things that SHOULD be added.

    Enjoy.

    GAME UPDATE 1: Tutorial expanded to include inventory and elevator explanations, also you can now hold down space bar to make the text scroll faster.

    GAME UPDATE 2: The elevator is now free and activated by tripping switches on the floor. New scoring system where you get more points faster on higher levels, also get points for killing enemies. The shield now uses energy. The level-specific difficulty increases more slowly.

    'New high score' message in Game Over screen.

    GAME UPDATE 3: Added tips at the bottom of the game over screen. Hopefully these will help, and build anticipation about weapons which the player hasn't seen yet ;)

    GAME UPDATE 4: It was too easy to descend to lower levels. Now there is a 'hacking time' for all elevator overrides.

  • The funny thing is, there's nothing stopping you from dumping assets outside the margins...

    hmm...

  • I recently changed the 'engine' of my game from Physics to platformer.

    However I have been severely disadvantged due to the fact that there are no circular collision masks for non-physics objects, something I think is a must for a rotary competition.

    Would circular collision masks for non-physics objects be possible?

    Thanks, sqiddster

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sqiddster

Member since 5 Sep, 2011

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