damainman's Recent Forum Activity

  • mineet Thanks! No, it wasn't hard to draw at all. Just a waste of time. I should have drawn it by hand on paper, scanned and did the usual crap to make it into an 8 bit graphic but I went into "the zone" and started doing it all pixel by pixel in the editor... I could have done it on paper in 5 minutes and touched it up in the editor.

    Oh well :)

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  • imVergil Thanks! I'm glad you enjoyed it!! I'll hopefully have a new beta/demo in the next few weeks!

    Slowly working my way towards the end of the game again ;) Stage 8 level tiles and map completed in one sitting - except for the boss area.

    <img src="http://designchris.com/ibbeta/stg8.png" border="0" />

    The catapult was interesting to draw - looked at another image while doing it and used a 14px brush to do the rough shape and then chiseled away with the erase tool and 2 other colors... and now I look at it, it's wonky.

    Think I'll be plowing through a few more tile sets/maps over the next week. Hopefully will have up to stage 11 finished shortly. Two of the stages are reused since the areas are revisited so once the castle is completed it just gets a slight alteration for stage...15 I think?

    May completely redesign the map for stage 3 - it's too open I think...

  • mineet No problem :) I've played the crap out of that game in some shape or form for the past...20 years or more haha! It's stuck in my mind pretty good. The portable versions are like crack. PSP and iOS. Also I'm wondering if Civilization is another one to look at...

    Anyhow, have fun creating!!!

  • mineet Thanks! It's pretty much finished now. Added in the missing shield for the boss, the priest explodes when the lightning hits him. Just need to do boss death animation and the code that goes with it!

  • Jase00 Well the second one isn't quite the same for me. I would have stacked jumpthru tiles to give the look of steps or different sized platforms. This bug only started for me with the last release (r136). I don't float or anything. I just get stuck like I'm in the middle of a solid.

    And the slide through the floor thing I patched up with an "if enemy hits wall then enemy.y=self.y-1" And they no longer fall through the floor.

    I went to r135 for now. With the above patch I now have no issues aside of the silly hitting the platform from the side causes a millisecond delay from falling.

  • Tokinsom This is the bug I'm getting as well. Pre r130 I had no issues. Then things bumping into the wall started forcing their way through platforms with the jumpthru behavior. Then this build (r136) I just get stuck the second I hit a second platform tile if I'm already walking on one.

    To remedy the older problem I've inserted:

        IF (family)Enemy collides with (family)Wall then Enemy.y=self.y-1

    Gravity pulls them through the jumpthru platfrom - at least in my case.

  • I think this is all part of the same issue I'm having. It's all an issue with how the sprite is being detected against the jumpthru platform. I'm pretty sure r130-131 didn't have these issues. I'm about to check it out. I'll report back.

  • mineet Yeah, I'd say one of the top 5. You sink a ship, you plunder it's goods. You go to a dock you can trade said goods for other goods or money. Also each ship has a limit to how much it can hold. Very simplistic. But it would be no different than selling something as far as programming goes. Money is a variable and say...livestock is also a variable. You'd set up a ratio for those two - 1 livestock = 20 money. etc etc.

    Different towns or traders depending on how you want to handle it can offer things at a different ratio (I'm terrible at math so someone else would have to help you there. One trader offers you $20 per Livestock, another offers $15 but may offer you $20 for sugar for example.

  • Jase00 You just outlined every issue I'm having. I'm back on r132 so I can't check the 3rd issue you're having. But the 2nd issue you've described is the new issue I'm having and the reason I'm back on r132.

    Ashley I work full time and this is my night time hobby - if I get a chance tonight, I'll write a capx that shows the issues Jase00 described above. It should be nothing more than a player sprite, and stacked jumpthru objects that cause the issue. Maybe on my break I can whip something up too...

  • mineet Sid Mier's Pirates - for any system - has trading in it. Probably one of the best "sims" ever made. It keeps coming back in new incarnations on new systems. Last is Wii/iOS, first time I played it was on c64! Epic game.

  • Bah, I couldn't wait - he's a half finished boss lol!

    He's going to have a barrier around him and his lightning attacks dont hurt yet. And they aren't random enough... anyhow this is to show the boss transformation so to speak. He needs a bit of a blood bits explode at the end of his animation... yeah... bloody bits! TAKE THAT!

    [TUBE]http://youtu.be/pC8jwC_5KO4[/TUBE]

    Chris <img src="smileys/smiley3.gif" border="0" align="middle" />

  • andreyin Sure! I have platforms set up at multiple heights. Like steps. So some of them will come up to the knees of the player sprite or to his chest - whatever.

    If I have one overlapping another for the appearance of stairs or steps that you can walk past or jump onto, the player will get stuck upon touching the second platform no matter what the height. The controls will stop responding. Also I've noticed since 132 enemies that bump into walls or even the player when he's knocked back will now get stuck in/sink through the platform tile. The zombies for example will just bang into the wall until they eventually slide through the ground/platform tile... This didn't happen pre 132 build. It just keeps getting worse and worse.

    I'm back on 132 and the getting stuck on the platform issue is now gone. So there is something wrong between 132 and 136.

    Also I get this stupid thing if the platform isn't a small strip, the player will kind of hang for a second before doing a complete jump past a platform... I'm going to go back as far as 126 and see what happens. I'm not using any features since 120 anyhow haha!

    The detection for platform/jumpthru is completely bugged.

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damainman

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