JohnnySix's Recent Forum Activity

  • I'm making a breakout style game, and was wondering if there's a way to differentiate in the actions the reference to 'self' and 'other' instances of the same sprite?

  • Update : http://www.johnnysix.net/games/KFT07/

    Reworking the animation triggers to make it a little more reliable.

    You can jump off ladders

    Some other bugfixes.

  • Inspired by the song decided to make a breakout clone.

    The idea is to destroy all the blocks before the song finished.

    Trying to get lerping working is a little haphazard - I want the black blocks to spawn explosions- at the moment they spawn an expanding circle with "immovable" set so it should push other blocks out the way (turning them movable when colliding)

    'cos it's still work in progress, left click will respawn the ball, right click will spawn the exploding black block.

    Click image to play:

    Superninjaedit :

    Thanks to offical spritefont plugin - now available on arcade!

  • I loved the patterns the bullets made - some rollover boxes/descriptions for each icon would be cool - I figured it out by trial and error but not sure what the stuff on the right did.

    Looking forward to seeing it develop, especially the sounds. :)

  • Since the rendering is less taxing that the amount of objects, at least from what I understand from other discussions regarding performance, would larger tiles help ? Say by making the tiles twice as large, and half as many could help, you could also make bigger tiles for 'background' elements, for the blue areas.

  • Very cool , thanks for sharing, is that for your castlevania game?

    A contruct2 and a spanish lesson in one. :D

    I'll give it a play when I get home as I only have internet explorer at work.

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  • It's helpful for the basics- I was just curious how people approached movements or behaviours that aren't encompassed by the platform movement trigger events, crouching, duckwalking, ladders and such, and ensuring triggers are consistent.

    This was the early test where duckwalking isn't triggered unless you're landing and moving.

    http://www.johnnysix.net/games/PlatformTest/

    This later version does trigger it , so it should work from standing (and adjust speed so you move slower when duckwalking

    http://www.johnnysix.net/games/AnimTest2/

  • You got me wrong, I wasn't trying to be a smartass - I meant using the existing pinning technique to apply rotation to the visible character - wasn't claiming to invent it.

    I was just trying to share something with people to use themselves.

    This was the example I was experimenting with here

    http://www.johnnysix.net/games/PlatformTest/

  • I posted about this a while back, with an invisible 'player' sprite and a pinned 'display' sprite, it's reasonably simple to replicate rotation based on platforms , though a native application of simple slope adjustment would be awesome.

    Crouching too! ;)

  • Needs the behaviour plugins 'pathfinder' and 'turret' - is it possible to link these?

    Would say from the outset you should set your origin/imagepoint on the blue squares to 0,0 (Top left) and check when overlapping, their x/y positions in relation to the black square.

    You can then check reliably if the turret is overlapping the tower, and also make it snap to a grid.

    I'd suggest using an invisible sprite that's set to mouse x/y and testing it if's overlapping the tower or a turret, that way you can prevent turrets embedded in the tower.

    Are you using

    Assuming you're using a grid

  • How is depth sorting handled? At the moment there are only two options Send to Top, and Send to Bottom - been driving me a little crazy. :P

  • What's a template layout?

    I'm interested in this too - especially spawning things dynamically and not having to hide an instance of everything off the edge of the screen.

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JohnnySix

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