AJTilley's Recent Forum Activity

  • Hi everyone, I have just launched my game 'Spatial Flux' on Kickstarter.

    If successful the funds will allow me to get additional artwork for the game and also give me a better community of people to add content and suggestions which will help make the game a little more diverse and unique.

    The game itself is a 2D space text adventure game, that includes rogue like elements such as experience, upgrades, random events and a high difficulty.

    Please check out my humble kickstarter:

    http://www.kickstarter.com/projects/ajtilley/spatial-flux-a-pixel-art-style-text-adventure-set

    <img src="http://www.face2palm.com/images/sflux.png" border="0">

    <img src="http://www.face2palm.com/images/screenshot.png" border="0">

    <img src="http://www.face2palm.com/images/artemis-select.png" border="0">

  • looks great, i pledged but i fear it may be too late.

    I will be rooting for you though. :)

  • Hey congrats on getting on steam, was really happy that you got accepted, was great to see you actually appear on their today.

    Was wondering how easy it was to integrate construct 2 into steam, I have been wondering how easy/hard it will be to integrate a C2 game into steam via the greenlight system.

  • Hi,

    I am creating a 2D space shootem-up style game, anyway at the moment I am using one of the additional plugins for spaceship movement, where w thrusts forward and s thrusts backwards and a and d rotate the player left and right.

    The problem I am having is that if the player goes forward a little, they will continue to drift forever... but ideally i want them to gradually slow down, and come to a stop. So that they will only drift for a short time and not forever.

    If people would like to see an example of how it works at the moment, you can see my prototype tests here:

    face2palm.com/index.php/spatial-flux

    Sorry for long download I have also been testing how to build the introduction with some placeholder gfx, press start game and after the intro wasd will control the spaceship and youll see what i mean.

    Should I keep using the spaceship controls and add some rules to make the ship slow down, or use custom controls to do the same thing,m and if so can anyone provide a capx with how to build the control system.

    Thanks for any help you can give.

  • Hi, I tried those, but annoyingly it doesnt seem to work perfectly, also I found soem other issues with what I was trying to do so have opted for a simplified version with less issues.

  • In the events you can set angle toward a position, but can anyone tell me how to do the opposite, to set angle away from a position.

  • Hi just to follow up, the combination of the above worked perfectly thanks.

  • Thank you all three, I will give the degree * 60 * dt a try with rotate towards position.

  • Hi,

    I have tried both of the above the problem is, it seems difficult to make the rotation work correctly, either it stops and starts rather than appearing as a continuous albeit slow rotation or it simply point directly at the mouse at all times. It is quite bothersome.

  • Hi,

    I am creating a 2D top down space game like Space Pirates and Zombies, but I am having difficulty getting the control method quite right, can anyone advise how i can set a ship to rotate towards the mouse position at a slow rate, essentially I dont want the ship to permanently point at the mouse just to always rotate to face the mouse.

    For example the ship would have a rotation speed variable, so if you moved the mouse very fast it wouldnt instantly point there instead it would slowly rotate towards it based upon the rotation speed.

    If anyone has played 'Space Pirates and Zombies' I would like a similar effect to that.

    Any help will be greatly appreciated. Capx would be very useful.

  • thank you, i thought it was the case but wanted to make sure before purchasing :)

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  • Hi just a quick question about Sheeky's sound collection.

    It doesnt mention anywhere whether the sounds are royalty free and therefore after purchase whether we are free to use them in any games we officially release etc.

    This is a bit confusing especially as all the items in the music shop show the royalty free mini logo... Could you confirm how the sound effects work legally speaking.

    Thank you.

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AJTilley

Member since 18 Feb, 2012

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