InDWrekt's Recent Forum Activity

  • First of all, there is an example in Construct called "Template: Auto Runner" that can show you a way to do the constant scrolling with randomly placed obstacles.

    As for speeding up when passing a pipe, you just need to check the players current x (for horizontal movement of course) position against the x position of each pipe every tick. Then each time a pipes position goes from greater than the player to less than, increment the speed variable for the player. If you are destroying the pipes when they leave the screen, checking all pipes should not affect performance.

    Of course, slowing down would just take an on collision test. You would just need to remember not to speed up after passing the pipe the player collided with.

  • One nice, simply way to turn your individual files into a sprite sheet is as follows:

    1- Open any graphic editor which can set a grid size and snap to it (Photoshop and Gimp work great).

    2- Create a new file with the size of the page a multiple of the width and height of your original images (ie - if your animation images are 5x5 and you have 5 of them, make the page 25x5).

    3- Set the grid size to the size of the images and turn on snap to grid

    4- Import all the images into the sprite sheet.

    5- Drag each image into the correct position in order. With snap to grid on, they will fall right into where you want them.

    6- Export to the file type you want to use.

    You now have a sprite sheet to use in your game.

    Hope that helps.

  • Looks like that did the job. I had no problems getting on the platforms this time.

    Good work and glad I could help.

  • dcrew,

    These look great. I especially like the M4 and M16. Thanks for sharing your talents with the community.

  • Looks good and I had fun playing it. Like most comments, I had problems getting on some platforms.

    I found if I had some forward momentum when I hit the top, I could get on the platform every time but if I was standing stationary before jumping, I couldn't.

    It seems that he is jumping so the base of his collision bounds are at the same height as the top of the platforms collision bounds. If you set the jump height just a couple pixels higher, it may clear up the problem.

    Other than the jump issues, I thought it was a very good game.

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  • Impressive. I always look to see how finished a game is before it is posted and, this is definitely at a completed state. I like to see an opening menu, explanation of game play and a finish state. Your game has it all. It has a very clean look, not too cluttered, with images that are enticing to the player.

    Also, the tutorial is very well laid out and does a good job of describing your workflow. Thanks for posting it for us to learn from.

  • Good game. It starts out extremely easy, as a good puzzle game should, but by the end, takes a little effort. The blocks look nice and it all works very well together. Level 3/5 is really tough and required near perfect timing.

    The game could benefit by implementing a timer, or check to see when the blocks stop moving, after the triangle has touched down to make sure it is stable. On 1 level, I hit the ground and it said I won, but the block bounced and a second later fell off changing the message to say I didn't win. I even beat 1 level by clicking on the next button as soon as the triangle touched the bottom even though it was definitely going to bounce off.

  • Excellent idea and seems to work well. I would definitely agree with kbdMaster about creating your own character and with eb0la on changing the power meter so the right side is higher power.

    A couple other things I would suggest:

    1-Add a hit counter. We players really like to know how well we are doing. It always helps to boost the users ego (or prick it if they aren't doing well).

    2-Seperate the power setting from the shoot command. Adding a button to hit the ball would allow the user a little finer control before swinging.

    Great work so far. I hope to see more.

  • This project looks amazing. The graphics and animations are spectacular and it really does have the look of commercial games from the good old days.

    Keep up the good work. I give it 3 thumbs up. No I'm not a mutant. I stitched on the extra thumb just for this project. :P

  • Looks good so far. I was seeing 1 bug where, when hanging on a wall, I press up to climb up and the character drops down for a brief second before popping back up to the ledge and climbing up.

    For the finished product, to would be nice to have in game prompts teaching the user how and when to use the double jump, jet pack, etc... At least for the first level.

  • Wow! I love it so far. I played to level 4 before I died. The graphics are great and really suit the game. The logo really caught my attention. When I saw it, there was no way I could have skipped this game. Also, I love the bleed effect when my health was low.

    If there is 1 thing I think would make it better, it's the control scheme. At least on the keyboard I was using, it was awkward trying to keep my hands on the 3 attack buttons. Also, on a large number of Windows based computers, pressing shift repeatedly causes the sticky keys pop up to show. I would have liked to have the 3 attack keys side by side (for example: A, S, D).

    I will definitely be revisiting this game to see your progress.

  • If Santa really looked like the town drunk, I'd beat him with a frying pan as well.

    It was disturbing and OH SO WRONG! But...

    ...I couldn't help but chuckle as I beat him with my frying pan. It reminded me of a certain frog/blender game...

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InDWrekt

Member since 19 Sep, 2011

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