Zero6's Recent Forum Activity

  • Setting the angle of a sprite to one of its Imagepoints and another object, then subtracting 180 works normally. But if you get close to the Object, it flails violently. Not subtracting will do the same thing, but less violently and have to get closer to the arrow.

    Is this a bug or is my logic just wrong?

    Set Angle to ImagePoint CAPX

  • Thank you for your help, everyone!

    The computer I'm using to build this, while "adequately"-powerful, is still about 3 years old! So I was a bit worried about the game's FPS on other's computers.

    RandomExile

    59 FPS shouldn't be a problem. 55-60 FPS is pretty much what I'm aiming for.

    Whoops! Forgot to mention that command in the instructions!

    (Pressing Space changes weapon)

    GeometriX

    I thought the ship even at its lowest speed setting was too fast anyway! :P

    I will be changing that soon.

  • As I am developing this game, I am worried about how well it will run on other people's computers. If you would like to help me with this, follow the directions below.

    Go to the link below. See how the game runs on your computer!

    Reply by telling me the game's FPS and if it feels playable.

    (Providing the specs of your computer would also be helpful!)

    Try it out here!

    (This game uses WebGL effects. Use Chrome preferably, but let me know how it runs in other browsers. This game uses some effects I demonstrated in my "Pseudo-3D shmup" thread.)

    Player Controls

    Arrow Keys---------- Move

    Control------------- Shoot

    Space--------------- Change Weapon

    Shift--------------- Change Speed

    Debug Commands

    R------------------- Restart

    Z------------------- Suicide

    H------------------- Self-Harm

    Shift+H------------- Healing

    Thank you for your time!

  • Windjammers is one of my favorite games! :D

    (I highly recommend it to anyone who hasn't played it!)

    This game looks quite good. The artwork is very good and professional-looking!

    However, I don't think it plays as well as Windjammers. I think part of it has to do with the characters being relatively small. I've also noticed there is no way to aim your shots as well, like in Windjammers where you can your shots can curve, move at right angles, etc.

    That being said, this game is pretty good as it is, but I think it needs some improvement. Tighten up the controls, and I'll think you'll have something here! :D

  • Ever since I started using Construct 2, I've been trying to recreate a game I made called "Sky Warrior".

    Using R0J0hound's Mode 7 Effect, I am able to recreate the 3D ocean used in Sky Warrior!

    Sea Mode Example

    I also tried a much more experimental version in which the player's ship is on the ground and can move back and forth into the horizon.

    Ground Mode

    //////WARNING////////

    The 3D effect is dependent on your browser supporting WebGL effects!

    It will not work and will look terrible, if your browser does not support them!

    ////////Controls/////////

    Arrow Keys -------- Move

    Control ----------- Shoot

    Space ------------- Ignores Movement Input

    Click the button on the top-left for fullscreen.

    (I tried it, but the frame rate suffered on my computer.)

    Click the speaker to toggle music.

    Wait a brief moment for the music to load.

    May be a bit loud. Adjust your volume accordingly.

    Edit: Changed the links to "https://dl.dropboxusercontent.com/"Zero62013-04-08 03:17:23

    Edit2: I was asked for the capx's for these demos. Here they are! Note that they are a mess, especially the ground mode capx.

    Sea Mode capx

    Ground Mode capx

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  • This is actually how I handle homing shots in my other games. However, the Hunter is doing something very different.

    Notice how in the video, when the enemy is behind the player, the Hunter shots will suddenly slow down and move backwards toward the enemy.

    BTW, that's a slightly disturbing avatar you've got there. o_O

  • I'll give it a try. Somehow, I don't think pathfinding is involved as the Hunter's curves can be very roundabout, and its shots pass through all terrain.

  • Try this:

    45 * int(random(0,7))

    I think something like this should help!

  • Does anyone know how the Hunter from Thunder Force works?

    The Hunter is a homing weapon in the shoot-em-up Thunder Force. It can basically hit anything no matter where it is on screen.

    I have created homing bullets before. Basically, you gradually change the angle of movement of a bullet towards a position and that's it. The bullet curves around to face the object and move towards it.

    However, the Hunter is doing some weird complicated movements. It speeds up, slows down, makes unusually sharp turns, and goes backwards.

    I have a theory that the Hunter bullets are attracted to each enemy by some sort of gravity-like force. That is, the closer the shot is to an enemy, it pulls the shot closer and faster towards it. However, I'm not sure.

    Here's

    If anyone can figure this out, please reply.

  • I recall doing a snake/Gradius-style option thing in the past. (I've since improved on this version to allow it to things similar to Gradius V like freezing the options and rotating them)

    I looked at the example, but I don't see the trail. Is it the circle?

    Also, I'm getting a 404 error from the capx link.

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  • <font size="6">Model of Arcade Stick!</font>

    <img src="http://dl.dropbox.com/u/90875920/EDU/Photos/protoCon.jpg" border="0">

    A model of the arcade controller the game will use has been built!

    This one was built from a pizza box I got while I was in Boston last year (I had actually asked the pizza guys for a box specifically so I could build an arcade controller from it!)

    It doesn't do anything at the moment, because there is nothing else in the box. The final version will probably be made of wood.

    Its design is based on a variant of the Space Invaders arcade control panel that uses only buttons.

    A controller like this makes it easier for someone to understand the game's controls, and also opens up the possibility of multiplayer (probably 2-player, co-op or competitive). Also, it's pretty cool to look at.

    <img src="http://dl.dropbox.com/u/90875920/EDU/Photos/protoCon2hand.jpg" border="0">

    <img src="http://dl.dropbox.com/u/90875920/EDU/Photos/protoConDiagram.jpg" border="0">

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Zero6

Member since 8 Jul, 2012

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