JohnnySix's Recent Forum Activity

  • Just one thing, if you're wanting to stop them clicking to slots that don't match, you might need to check again the UID/Slot # on the overlap test :

    <img src="http://i.imgur.com/FiN06pq.png" border="0" />

  • You could do something like this - where you've a pinned+invisible detector sprite and counting the number of things overlapping for a rudimentary version.

    Until Ashley does an update of box2d and allows some more access to the properties of things through system expressions, or someone makes a 3rd party plug-in, this is what I'd use as a workaround.

    http://www.johnnysix.net/games/xmpl/tilter.capx

    <img src="http://i.imgur.com/DRPUfup.jpg" border="0">

  • How about 'Scat shooter' as a name? It's a little more ambiguous, and could be interpreted as featuring an improvisational jazz vocalist who's on a machine gun rampage instead of a game about poop. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Ultra monster bump. After several hours replacing the old mipey spritefont with the official scirra one, I can finally get it on the arcade.

    I duplicated by mistake - can you please cancel the below?

    scirra.com/arcade/example/9825/pixelshooterb

    Thanks! <img src="smileys/smiley12.gif" border="0" align="middle" />

  • Works on my own site :

    http://johnnysix.net/games/pixelshooter/

    But on the arcade, I get a black screen of death.

    http://www.scirra.com/arcade/shooter/9783/pixelshooter

    I can provide capx by pm.

    I am using the high-score plugin, and attempting to load the highscores into the game so the player can have a goal to play against.

    Here's what it should look like :

    <img src="http://i.imgur.com/ODyg2RF.jpg" border="0">

  • Give ratings to the good ones, and help those that are polished up / finished to get more plays. Same goes for sharing via social networks/commenting. <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • The mechanic is challenging but not impossible, and highscores are working. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Look forward to seeing more, maybe moving parts or falling blocks.

  • Man, deathworm was fun! <img src="smileys/smiley32.gif" border="0" align="middle" />

    I would maybe suggest using an array/loop, and having the position of the leading segments pass along the array to the end segements.

    So say, your worm is made of a head and four body segments :

    [head] - [part1] - [part2] - [part3] - [part4]

    On movement -

    [Part1] moves to the x,y & angle of [head]

    [Part2] moves to the x,y & angle of [Part1]

    [Part3] moves to the x,y & angle of [Part2]

    [Part4] moves to the x,y & angle of [Part3]

  • The only way I could see around it is to have an invisible overlapping 'helper' sprite, like you're already using to create gravity zones, and have it mimic jumping, where jumping doesn't trigger naturally ( on the overhangs ) by applying velocity to vectorY at jump strength, or, disabling jump/vector Y, where it's a steep incline.

  • Looks amazing - the new mechanics look fun. :)

    Tom - speaking to the retro/pixel games - would a canvas scaling option be available?

    At the moment , if I upload pixelly stuff, it's 1:1 windowed, and consequently shows up the size of a postage stamp. <img src="smileys/smiley36.gif" border="0" align="middle" />

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JohnnySix

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