GenkiGenga's Recent Forum Activity

  • Try adding a 'for each' condition for the enemy chewie. That way they can all be independent. Remember if you aren't choosing any specific instance (of the chewie) in the event then it will choose all of them.

    Also you probably want to change the global direction variable to an object based instance variable. So when you randomise the direction each object can store its own number and be moved accordingly.

  • Hey Sulli,

    I can relate to what your saying, I'm sure we all can. We live in a world with an infinite amount of distractions at our fingertips. Add procrastination into the mix and you have all the ingredients necessary for unproductivity.

    Life in general is all about perspective. The best answer for you will depend on the kind of person you are and your experiences, but If I could step into the Delorean and give myself some general advice on the topic it would be this.

    Don't see motivation as a wave that will carry you through your project. If you do then you will no doubt start something, get obsessed with it for a while and then totally slump before looking for the next wave/game-idea and repeat the cycle.

    Take a moment and really decide if you want to stick this thing out (and also how much time you want to put into this project as a whole). If you decide to continue then do so knowing that a lot of the development time wont be fun. Depending on how quickly you want to get your game out you might also have to make some sacrifices (both in your game and out of it). This in itself is very demotivating but will ultimately determine whether or not you end up finishing this game.

    Now when your sitting on your board and there isn't a wave in sight. Remind yourself that you have committed to the above and not seeing this one through will truly only have you repeating the cycle indefinitely.

    If you ever feel overwhelmed with the amount of work don't struggle with getting motivated, don't question your commitment, just play some music ( Something that will go on for a while like this playlist : youtube.com/watch ), put your head down and force yourself to tick one of those boxes on the to do list. With any luck you will find yourself losing track of time and before you know it you will again be swept up with the same burst of motivation you started with.

    To sum up: If your bored blame the music and not the project and switch it up. Focus on your goal, don't let yourself even entertain the thought of starting something new before this is finished. Life is a rollercoaster and so is game development, enjoy the ride! :)

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  • Very nice work. Hope you get the recognition you deserve!

  • Hey Meloo,

    Cool game so far, music is very good. Creates a good atmosphere.

    I actually found it pretty damn hard myself. I like the way the battles are set out with multiple hits on the enemies, it feels a bit different than your normal platformer.

    Those spikes were the killers for me, maybe I was trying to run too fast. They just seemed to always catch me out.

    Keep up the good work :)

  • Ah thanks for the input C-7. I didn't know that.

    Sorry to give you the wrong info there rookie, so destination out only works in black and white basically. That's no problem, remember that the light is on the top, we just add the coloured light source object on the layer beneath and drop the opacity so you can see through it.

    db.tt/twHLC7no

  • I like your approach. Jump in the deep end I say :)

    A cool thing about images in the editor is that it works both ways, you can import new images but you can also export images that are loaded in previously.

    Double click on the light source and you will see in the animations editor you have the option to save it to file. There is your white light. Add a layer on top of that in ps and reduce opacity and you have your coloured light.

  • Ha, glad to hear it.

    Your not annoying mate, I have plenty of time for courteous people and I have asked a lot of questions myself so I don't mind answering some too when I get the time.

  • Sorry for the late reply.

    No I don't think that light sprite was made in the c2. Its pretty limited in terms of what you can do with the editor graphically. Photoshop would be the go.

  • No problem Gon, :)

    Looking forward to seeing what you create!

  • RookieDev now ask GenkiGenga about the shadows. Something like "where're the shadows of my solids?"

    Im not sure how to take this, is this something you wanted to know yourself or a sarcastic remark? If its the former you don't need to ask it through someone else, lol.

    youtube.com/watch

    I just looked up the game and I don't see any shadow casting from objects. But Rookie is right, check your c2 folder examples and a capx for a similar effect is in there. Whether or not it would be feasible to use it for a massive level is the question.

  • You could just scale up your graphics to the appropriate size but I get what you mean. It would be a nice option.

  • My pleasure, its great knowing how easy it is to get going :)

    Hmm, I see what you mean with that screenshot. It looks like the darkness is made up of a grid of black boxes that dynamically shift their opacity based on the square next to them.

    You could mimic that with a similar style but your right, it may not be efficient as its probably something they optimised the engine around. I could be wrong about that to be honest its not something I have played with too much.

    On the other hand though, the underground shot above is easily achievable. With one tiled object set to 70 percent and a hand full of light sources. If you think within the box your creative problem then becomes how to transition from light to darkness when going underground.

    You could have a triggered event that once you go below ground level your opacity could transition from light to darkness the deeper you went.

    Just a quick thought anyway.

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GenkiGenga

Member since 20 Oct, 2011

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