Zero6's Recent Forum Activity

  • The shooter part of the game looks and sounds pretty good!

    But can you make it so the ship instantly starts and stop, instead of slightly accelerating and decelerating.

    (Unless that was the control you were going for :P)

  • I clicked on the test link above,but it's giving me a 404 error.

  • I am now adding a system that would allow the player to choose from 10 different weapons by combining 4 different "weapon elements".

    I haven't created the "crafting system" that would produce these yet, but I have created the weapons. You can access them from the debug menu by pressing "D" and clicking "Player Options".

    All of the weapons are available from the start.

    These slides will explain how this all works!

    Try out the new weapons here!

    Rory

    Sky Warrior has always had a weird style to it! :D

  • I voted too!

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  • Before I started making games in Construct 2, I used a program called Alice 2.2 to make games. In that program, I created a series of shooter games called the Sky Warrior series.

    Sky Warrior consists entirely of boss fights with strange enemies (most of them inspired by Gunstar Heroes), including Revolver Force, a giant revolver, and Urchin Force, a spinning robot with blades.

    Ever since I got my license for Construct 2, I wanted to make a larger Sky Warrior game, and now I can! This is Sky Warrior C!

    <img src="http://dl.dropbox.com/u/90875920/SkyWarriorC.png" border="0">

    So far, the game is not finished, but I wanted to share what I had created so far with the community.

    Controls

    Arrows Keys ======== Move

    Control ============ Shoot

    Space ============== Speed Change

    D ================== The Amazing Debug Menu

    1-9 ================ Makes enemies do different attacks

    Try Sky Warrior C Here!!

    (The game uses WebGL effects heavily. Please use Google Chrome(recommended) or Firefox)

    Tell me how it runs on your computers and what you think of it so far.

  • I noticed an isometric level editor someone posted and I thought I would show a WIP level editor I had made. Much of the following is from a PM I had sent to NotionGames.

    It's a 2D tile engine of sorts. I was going to use it help me load levels for a shmup game, but I started playing Super Metroid and it turned into this! :P

    I will point out that it's a bit of a confusing mess in its current state :P

    ===Character Controls===

    Arrow Keys = Move/Jump

    Hold Shift = Fire Bullets

    Hold Control = Walk/Backpedal

    7 = Disable Character's Movement, Collisions, and Gun

    ===Tile Editor Commands===

    Left Click = Place Objects

    Right Click = Delete Objects

    Mouse Wheel = Cycle through objects to place

    Middle Click = Disable Mouse Commands (So you press buttons on the non-functional menu :P)

    H = Hide Menu (The menu doesn't do anything at the moment)

    ===Load a Premade Room===

    Press J, K, L.

    J = Loads external file containing map data

    K = Creates objects based on loaded data

    L = Converts objects into tiles (IMPORTANT: In order to use the editor, make sure you press "L"!)

    ===Changing to Different Layouts===

    Not quite sure how I organized this :P

    There are three layouts in this:

    -A black "Ready-Made Room"

    -A blue "Editor Room"

    -A black "Empty Room" (I suggest using this room to load the level in)

    Press Numpad 0 to switch between the "Ready-Made Room" and the "Editor Room"

    Press NumPad 1 to go the "Empty Room".

    I think that's about everything!

    Let me know what you think! :D

    Here's a link to the editor: WIP Level Edit

    Make sure you press L when it loads!

    (I'm probably not going to finish it, but I wanted to share it with the community! :D)

  • I'd like to see Tiled Warp shaders. That is, shaders where the texture isn't doing this stretching effect.

    <img src="http://dl.dropbox.com/u/90875920/NoTileWarp.png" border="0" />

  • I decided to test the exe on a variety of machines! Here's my results:

    My Laptop (and my main computer :) )

    Windows 7 64 bit

    Intel i7-720

    6GB RAM

    Nvidia Geforce GT 330M

    Results: Works quite well. Frame rate is solid. Everything works correctly.

    My Custom Computer Build

    Windows 7 64 bit

    AMD Phenom II X2 555 (3.2GHZ)

    4GB RAM

    ATI Radeon HD 4250

    Results: Same as the above. Works very well. (Also, Super Ubi Land looks great on lower resolution monitors! :D)

    Older Vista Desktop

    Windows Vista 32 bit

    AMD Athlon 64 X2 3600+

    3 GB RAM

    NVIDIA Geforce 7300 LE

    Results: Frame is somewhat acceptable. Faced problems with collision detection (i.e. jumping on enemies to kill them). Music doesn't start immediately, but it works when it does.

    ...it really ought to work on any modern desktop computer at all, using Windows XP SP3 and newer. (Watch out for the odd user still on XP SP2.)

    Hmm...

    I'll be the judge of that!

    Ancient XP Desktop

    Windows XP SP2

    Intel Pentium 4 (2.8GHz)

    1 GB RAM

    Intel 82865G Graphics Controller

    Results: Crashes on startup.

    (OK, I guess you were right :P)

    (Incidently, this computer takes like 15-20 seconds just to open the start menu! :D)

  • I keep hearing about Scirra's massive to-do list. What is on that list? What features do you have planned? :D

  • Thanks!

    Glad to help!

  • If you talking about making the recoil push the player around like in "No Time To Explain", I'm not sure. :(

    All I can say is to mess around with the Platform behavior's VectorX and VectorY expressions. You would have to find a way to change the amounts added to those expressions based on the angle of the laser. I know it's possible; I just don't know the math behind it.

    Sorry :(

  • Can you show me an example of what you're talking about, delgado?

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Zero6

Member since 8 Jul, 2012

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