EgoAnt's Recent Forum Activity

  • As Macklemore said in 10,000 hours:

    [quote:nznukp9k]The greats weren't great because at birth they could paint

    The greats were great cause they paint a lot

    I used to think I was terrible at art, too - but it's just a matter of time spent doing it. Different people just have different levels of initial talent and interest. For me art comes really slowly, but I enjoy it. When I don't feel i have the time I usually just prototype with free art, or occasionally with assets I buy from different places around the internet.

  • My ultimate game is one that has been rattling around in my brain for years. It would be set in an underground lab and you would start off my creating a very simple monster that would begin life in an incubation tube.

    You would choose from a list of basic abilities and would be assigned a random weakness and try to escape the lab. Every time I see a monster in a movie that is just human science gone wrong, I always sympathize with the monster. People made it that way, then they keep it locked up and experiment on it!

    I would love if the game would start off small, being played mostly as a sneaking game, and end up a huge city-levelling Godzilla romp.

  • My math is all messed up, but I think this is something like what you are looking for. Obviously you would need to get someone to adjust the formulas so that the function matches the physics engine.

  • Okay, so I just made a quick example using two top-down characters using the default 8-direction control. One of them is set to the default arrow controls, and the other one has default turned off and is using the keyboard + simulate.

  • Okay, I don't have a great solution for you. This one works but it's a bit of a cheat and it isn't as smooth.

    I used a particles object and zeroed out all the random behaviour, gave the particles gravity, and then positioned it to my draggable circle.

    It takes a bit of tweaking to get it to work right since the particles and the physics engine use different scales for velocity and gravity.

  • Oh! One other thing. Right now the player has to be overlapping the turret for it to work.

  • Okay! New version inbound in t-minus 5, 4, 3, 2......

    BLAM.

    So move your character with the arrow keys and jump in or out of a turret using the space bar.

  • I'll see what I can do about this today.

  • I put two turrets in there so you could see how the min and max values could be set on a per-turret basis.

  • Okay, here is an example that allows you to place a turret anywhere on the screen and have it limited by min and max rotation range. It's saved as the latest beta version.

  • Auto fire, or by key press?

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  • What type of control do you want? Do you want the turret to point at the mouse or turn with the keyboard?