GenkiGenga's Recent Forum Activity

  • Its all going to come down to your assets and your capability. You can definately make a massive rpg for web, full of lush environments. You "could" make a huge rpg for a mobile if you kept your interactions simple (you would probably need to add depth other ways) and by reusing your graphics alot so your overall game weight is still light.

    Still, I havent gotten around to testing the new advancements on mobiles so its going to be interesting to see what happens in the next few months.

  • Hey Vlad,

    That reads as: Whenever a zombie is on top of another one, pick the zombie furthest away from the player and then change its vector x.

    Is this what you want to happen when zombies collide with each other?

    You could use: Zombie - On collision with - Zombie: What you would like them to do.

  • I also reduced the number of events used from 100 to 97. Yeah!

    Haha :) nice one. Thanks Anthony re the graphics - to be honest I wish I could have spent twice as much time on them.

    You could learn how to be an artist from websites (there is probably some great sites out there), the only problem I find is when your following tutorials - your learning to "follow the steps" of how draw instead of experimenting yourself in a freestyle kind of way (I hope that made sense). I have a bit of work on my plate right now but Id be happy to set you down the path that got me started. Maybe even make a tutorial on functional graphics if enough are interested. If not im happy to help you privately.

    Get yourself a pencil and some paper (Forget about colour for now just focus on outlines). Every picture you see (no matter how complex) is just a series of shapes stuck together (and then edited).

    Take a logo, for example the Scirra Cog wheel. How would you draw that? you could try and do the whole cog itself in one go but even a seasoned artist would probably struggle with getting it right first go. The simple way is to draw 3 circles. One for the middle, and then 2 close together so its easier to line up the cogs teeth up properly. (If you need help drawing the circle, use a cup or anything really and trace it. If your teeth arent all equal size - use a ruler and measure it).

    The whole point of that exercise was to show you that you can draw. Sure it was only a simple cog wheel, but maybe if you drew more of them, changed some, made them spin and then linked them all up it would look pretty cool wouldnt it :) . Thats what its all about - reducing a complex image into its smaller "managable" sections.

    Well that was a bit of a rant wasnt it. lol.

  • Hey Helto, I remember making this post a long time ago. Sorry I should have tied up this loose end.

    I cant remember exactly what my problem was, most likely being the result of a long night of learning lol.

    If your sprite is called (Monster) and the image point you want is called (MonsterLeg), then the proper way to reference it is by simply typing "MonsterLeg" in the section for optional image points. Notice you need to use the quotation marks.

    Let me know if you still have problems.

  • Ah ok.. maybe I should have said "Unless your making an rpg OR a minecraft inspired game". Saving player lives is easy but if you want it to save whole level layouts your going to have to use arrays as Ashley suggested.

    Here is a really good tutorial on how to use arrays from Ramones. Thats the first step.

    scirra.com/tutorials/307/arrays-for-beginners

  • To my knowledge there is no "easy" way to do this at the moment.

    I am making a RTS hybrid style of game at the moment and can tell you I am having success with using bullet behaviour for movement and simply putting down a marker where I click the mouse, the unit will then move towards that marker and stop when it hits it (no pathfinding involved though). However this could be expanded to allow you to put down as many waypoints as you would like.

    I would start with a platformer if this is your first game, by the end of that you will be better equiped to solve the problems you will face.

    Im sure at some point in the future we will have the RTS behaviour that is availabe in Construct Classic.

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  • What kind of game are you making? What things do you want to be saved?

    While I wont do it for you I will gladly help talk you through how to do it yourself. If you dont get arrays, forget about them - there are other ways to save what you need (Unless your making an rpg, that could get complicated).

  • boybokeh :) I still find myself using some of the methods that Rpgmaker had in place. I like to put triggers down and when walked over the "scene" starts. Im sure TGB is a really good product if you know the ins and outs of coding (slow to progress but good).

  • When testing for a collision it tests for the sprites touching one another - it doesnt matter if you use any type of behaviour, so long as those sprites are included in the collision event it will occur.

  • Ah! I cant believe you made the whole game in 100 events thats pretty impressive. Im sure you could do awesome things with the full version.

    Thats fair enough with the graphics I understand. You should upload it to kongregate when your done!

  • hey nutmix,

    once you have your variable X = 9 event, you want to right click on the whole box (not just the event) and "make it an Or block". Then you can add your second variable to it.

  • Thanks ramones!

    Yeah after the great feedback with the beta I had a small break from it then buckled down. I had a lot of fun making that first boss battle, Im really glad you enjoyed the final product. :)

    Thats the furthest that anyone has gotten so far (that I know of). The second boss is actually the final one for the game. If it has much success I might do a sequel.

    Nice spotting, I see what you mean with the menu, your right I cant leave it that way. Punctuation has also never been my strong point, thank you for that as well! (That and spelling :) lol).

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GenkiGenga

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