Cage's Recent Forum Activity

  • SNN135

    Games

    Thanks guys! Wait till I get some monsters in Alien Breed and DOS shareware shooters are my main inspiration.

  • I've finally implemented proper customizable weapon projectile and prop-objects system in place of the previous test/demo implementation.

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  • Some destructive environments

  • Still more focused on the art assets for the game that the gameplay at the moment, but I recently added doors and proper configurable controls and gamepad support.

  • A bit more work done on my top-down shooter

  • Can we set the text of the Text Object or the Sprite Font text to the content of the multiline box? I've been trying to do that by setting the objects text to "TextBox.Text" but it acts as if the Multiline Box was empty. It works with the standard Textbox though.

  • Experiments with perspective faking

  • Hello everyone!

    My name is Alex, however I use the moniker "Cage" on the internet - I'm a digital and a traditional artist, but I did my share of experimenting with "no coding required" frameworks and game dev tools in the past. Together with my best buddy Skell, who's a programmer, we formed Retrocade.net , a retro games inspired game maker duo. Recently, I've felt the urge to mess around with game dev tools myself again, and Construct 2 seems like a great fit - I've been working with MMF in the past and this seems like the vastly improved continuation of the best ideas from that program, so I think it's the app that I'll need the least adjusting to and still give me great possibilities.

    I'm probably going to have a lot of stupid questions, so please be gentle

    I also write about the art side of things in games and promote indie titles I like on my Twitter - check that out if you like.

    Best,

    Alex

  • Hello everyone!

    I've just started working on an engine for my top-down shooter game. I'm considering making the levels reveal gradualy based on distance from player, and player's line of sight. What would be the best method to approach this? Oh, and it's not momentary - once the map is uncovered, it stays uncovered.

    Currently, all the level graphics are based on tilemap and I thought that maybe I could use another tilemap above the bg and obstacle layers (with a single black tile, covering the map area) and just remove tiles based on line of sight but I don't know how to do that. I can remove tiles based on X,Y position, is there an expression I could use?

    Tilemaps aside, I've managed to get this working with "tiled background" or "sprite" but covering the whole map with fog objects is tedious and I have my concerns that it's not the most optimal solution. If this doesn't hurt performance and is an OK solution, I guess I could just write an event to fill the map with the fog tiles automatically to save the manual labor.

    Also, potential future problem: the line of sight check might require some extra "proximity", I'm vorried that the "outside corners" (between the areas accessible by the player and the outer void of the level) will not become visible since they won't be hit by the LoS check.

    Thanks a bunch!

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Cage

Member since 1 Feb, 2016

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