cs2curious's Recent Forum Activity

  • Heres my game, please play test and enjoy it, i guess this is an alpha, once i get standard version i will be able to do more.

    its kind of difficult atm it may need a little tweaking

    Its a kind of Halo, quake,unreal tournament, plazmaburst isometric futuristic shooting death arena game.

    Right click to use RAil gun,   Left click mouse to use laser assault rifle

    Full version will have:

    *- Lots of levels maps/ scifi futuristic settings

    *- (AT LEAST) 8 awesome futuristic scifi weapons each with alternate fire type ( making 16 weapons)

    *-Destroyable walls( if using the rocket launcher) giving you a feeling of power being able to destroy the game tarrain

    *- Death match, team death match modes/ last man standing

    *- fully customizable character- helmet, armor looks, skins. etc

    *- Enemies will also be in isometric view

    *- Original music by me ^_^, the song currently in it is just something I whipped up real quick, hopefuly my other songs will be better, and more intense

    *- blood and gore, blowing bodies to bits, leaving bloody puddles, screaming,

    dl.dropbox.com/u/70111979/Isometric%20shooter%20EXP%206/index.html

  • Really dumb question, how do i target specific slot in global text array

    ie ="|slot1|"slot2|slot3"

    i know how to get the data in the slot,

    int(tokenat(varname,slot,"|"))

    but how do i change the data of the specific slot

    say varname(3) = new number

    Also can you splice a segment?

    ie splice slot 2

    varname would = "|slot1|slot3"

    do i need to get each str and delete letters for each slot?

  • the second wall types them selves arent really any harder to make than the traditional, its just in general with the second i will need twice as many graphics as the walls cannot flip,

    on the other hand it may have more unique graphics as i dont need to make the other angle completely alike.

  • eh, not sure if it matters from what i can tell you HAVE to have the for statement to target both object types:

    For each object 1

    for each object 2

    if object 1 variable = object 2 unique id, follow this object

    i mainly wanted it so i can do different monster types and only use 1 animation i did using image points

    the arm, leg head etc will be seperate, and will attach to the unit it self, so i want it to follow the image points animation of the specific object it is attached to

    ( the objects for example arm will get the point and rotation of the image points in the animation to determin its position, making an animation, I do this so i dont need 8 billion sprites to have different looking characters running left right up etc, as it is going to be isometric)

    I dont want to use ' get closest' because should 2 units get really close to eachother I dont want limbs betraying their object body XD

  • Here are two different isometric views im using for my game

    let me get you peoples opinion ^_^

    The first:

    img854.imageshack.us/img854/6929/isometricviewtesttradit.jpg

    is the traditional isometric view, angled such that if you flipped the level, the walls would still line up

    The second:

    img341.imageshack.us/img341/9630/isometricviewtest90angl.jpg

    slightly different view, maybe some games use this view, but it is less used than the first

    Pros: of the traditional view:

    1: Everyone is familiar with it

    2: less graphics will be required as wall type can simply be fliped horizontally as apposed to needing both wall types

    3:

    Pros of the alternative view:

    1: 90 degree angle wall on the left side, may sinc up with the 8 direction movement a little easier

    2: New view, and in my opinion looks nicer than the tradiional isometric view

    3: slightly less used, so will give players something new to look at in the isometric game world

    so please give me your opinion on which one you think looks better

    or if you can think of any other pros and cons of each

    please note that there will be 8 animation types for the character ie the 8 moveent directions

    edit:   or i can use both and have cool star shaped roms

    OR i can use both and maybe different level types will have different views,

    this of course would require more graphics, and make file size bigger

  • whats ironic is i dont really need what the standard version offers other than being able to make more than 100 events, and being able to sell the game,(from what i can tell) families are pretty irrelivent for how i code, if the enemy is different, his arms legs etc will go to different animation layer,

    if i want the same thing to happen to different objectrs il call functions

    and have it target it via the id

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  • seriously? no way to do this? is this something famalies do automatically?

    dont act like im talking in tongues, any other coding language can do this,

    variable = object

    this.X = variable.X   the variable being the target name

  • dl.dropbox.com/u/70111979/index.html

    if it didnt work for me im pretty sure it wont work for anyone else XD   :P

  • function, use function :P thats how real coders do it

  • just use a function

    if event1: call function 1:

    if event 2:   call function 1:

    function 1: do thing   ( needs function plugin)

  • omfg it deleted my post again and made me retype it!!!!

    *pant pant*

    for example     Self.X = Self.Variable.X   the variable being the other objects name instance

    again trying to do it without laggy for statements

  • omfg hating this forum it logged me out and deleted my message grrrrr!~

    thats just it i want to do it without the for statement

    I want to say object1.variable = object2

    Oject1 do thing to Self.Variable'

    I want to target the specific object by getting the objects variable without tons of laggy for statements

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cs2curious

Member since 25 Mar, 2012

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