UberdroidGames's Recent Forum Activity

  • Ooo that's a good idea! I may keep the pointer alive before you touch or click in the next go-round.

    Thanks so much! it's great to hear people playing through the levels! I'd like to make more.. I actually tried a "drag" thing at first, but the problem is if your ball is by the edge of the screen you can't drag it back enough.

    Also I want to implement "hills" but I'm trying to figure out how to have objects that act as physics pushers or pullers.

  • Thanks! It's only getting 2 stars right now I think because the first level is too hard. Gotta let em in easy.

  • I published my old game Haunted Mini Golf at Newgrounds... my first Construct 2 project! And one of the few game projects I actually sort of completed!

    http://www.newgrounds.com/portal/view/644232?updated=1

    Enjoy!

  • YES me too! I end up making a function that takes an expression and does that. It would also be nice for doing boolean math that way too like "X=X-(object.mirrored)" or something.

  • Next I'm working on a starmap "maker" so players can make their own entire constellations of mission scenarios... and I have to use the same interface to make the original. Hey I don't make the rules... oh wait I actually do...

  • Working on the starmap... how you get from one level to another.

    Here's a video:

    http://t.co/pZ93iloQCM

  • The thing about Berzerk robots is they have no idea how to pathfind, but they will either track your X or track your Y depending on what state they're randomly in for a while. This gives them a really human like behavior where they'll duck behind walls to "dodge your bullets" because you're ducking to dodge theirs and they're just kind of mirroring you.

    It's like when you meet someone in a hallway and you both go one way then another in a dance of blocking each other...

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  • I kinda wish you could have families inside families.

  • Just redid the fighter dogfighting routine so there's a "shipbrain" family and a "spaceship" family... turns out for the multiple-faction AI to work, there needs to be one variable for what team the AI ship is really on, and another for what team other ships "see" that ship as --otherwise just basic target finding events are much harder.

    It's kinda deep. They have now an outward "team" and a secret inner "team."

    On the other hand it's just basic encapsulation. Object Oriented programming 101.

  • https://044dc94b516c3ef4a616735832f0bc9 ... index.html

    Looks like we think alike. Berzerk is one of my favorite games of all time!

    (arrow keys and ctrl key to shoot) My robots don't pathfind but just track on x/y like the original. It makes them much dumber.. but at the same time they follow your movements differently.

  • I'm re-doing a project I abandoned a long time ago in Dark Basic Professional. It was great, but in the end it became unmanageable and there was no way I could really finish and keep it stable. Even though it used directx 3d, so far my re-make in Construct2 looks better in 2d. Because of Construct and the fact that I already have most of the game graphics and mechanics done, I'm doing in days what took weeks to do in the original.

    Here's my development blog

    http://uberdroidblog.blogspot.com/2014/ ... round.html

    Here's a video of how the original looked:

    Subscribe to Construct videos now

    Attached a pic of the current version in Construct 2. I think there's a lot more potential than there was in my original prototype and I can finally make it live up to what I set out to do.

  • is it like "sea rah" or " skar ra" or "Sear ra" what?

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UberdroidGames

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Member since 4 Jun, 2012

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